flame Posted May 7, 2020 Share Posted May 7, 2020 Hey Huge thank you to @ZeroPage Homebrew for demoing my game Legacy of the Beast last night, especially with so many other games out there, it means a great deal to me. Something that came up though is that there are some issues with it running on actual hardware. I tested the game in 3 different emulators. Of course emulators are no substitute for hardware but I was quite surprised to see this. Is there anything specific about why there would be problems, and any way to prevent or diagnose these issues ? I read somewhere that there was a compatibility issue with Harmony cartridges but only for games that used some bank-switching techniques ? My game is standard 4K though. 2 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted May 7, 2020 Share Posted May 7, 2020 I didn't catch the show last night, so I missed what issues appeared on hardware. The most common is screen jumps or rolls caused by an inconsistent number of scanlines. Also, when testing on Stella, do you have developer settings enabled? That will show a number of issues that aren't obvious when player settings are used. 2 Quote Link to comment Share on other sites More sharing options...
flame Posted May 7, 2020 Author Share Posted May 7, 2020 in my case it's very odd, the run animation fails to work properly and then there's... Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 7, 2020 Share Posted May 7, 2020 most likely you left out a # on an immediate mode instruction, it's a very common bug that causes problems like you're seeing. Check the following topics for examples of this, as well as how to make those problems show up in Stella. from reply 10 onward http://atariage.com/forums/topic/258401-trex-aka-first-attempt-at-6507 from 34 onward http://atariage.com/forums/topic/269701-nyan-cat-game-work-in-progress/ 2 Quote Link to comment Share on other sites More sharing options...
flame Posted May 7, 2020 Author Share Posted May 7, 2020 ah okei, thank you, I'll look into this ! Quote Link to comment Share on other sites More sharing options...
flame Posted May 7, 2020 Author Share Posted May 7, 2020 (edited) @SpiceWare can I assume from this that there is definitely a problem—and also assume that I should see the game as normal with that setting enabled if there is no problem ? Edited May 7, 2020 by pvmpkin Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 7, 2020 Share Posted May 7, 2020 Correct. 2 Quote Link to comment Share on other sites More sharing options...
flame Posted May 8, 2020 Author Share Posted May 8, 2020 I think I found it. It was a single missing # needed before doing the SetHPos routine — so silly ! 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 8, 2020 Share Posted May 8, 2020 2 hours ago, pvmpkin said: I think I found it. It was a single missing # needed before doing the SetHPos routine — so silly ! Awesome! I encountered this with Medieval Mayhem about a year after it was released! I forgot that @batari wrote a tool that analyzes the list generated by dasm to locate code that appears to be missing a #. However, the link to the source is broken. Hopefully he still has it utility and can fix the blog entry. Might make sense to add it to Club DASM as well. 2 Quote Link to comment Share on other sites More sharing options...
flame Posted May 8, 2020 Author Share Posted May 8, 2020 may I impose on someone to test a version of this on hardware for me ? Quote Link to comment Share on other sites More sharing options...
+Karl G Posted May 8, 2020 Share Posted May 8, 2020 Sure. 1 Quote Link to comment Share on other sites More sharing options...
flame Posted May 8, 2020 Author Share Posted May 8, 2020 Thank you ! This is a no-damage build just to test whether everything works and all of the sprites show correctly without dying constantly ! beast_nodmg_20050801.bin Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted May 8, 2020 Share Posted May 8, 2020 Just tried it real quick on my 4-switcher and the beast animation is running good now. Quote Link to comment Share on other sites More sharing options...
flame Posted May 8, 2020 Author Share Posted May 8, 2020 Just now, splendidnut said: Just tried it real quick on my 4-switcher and the beast animation is running good now. amazing—thank you for checking that. Oddly I didn't find anything in the code that was causing it to not work so glad that works ! Quote Link to comment Share on other sites More sharing options...
+Karl G Posted May 8, 2020 Share Posted May 8, 2020 Everything ran smoothly on my Jr. I don't really know the game though, so I'm not sure if this dark level was intended? Quote Link to comment Share on other sites More sharing options...
flame Posted May 8, 2020 Author Share Posted May 8, 2020 (edited) Spoiler It is, there should be lantern around there somewhere ! It would mean a lot if you could go everywhere possible and see if any sprites fail to show properly, please. If you encounter spikes that don't move, that's the end of the area. Edited May 8, 2020 by pvmpkin Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.