+Karl G Posted March 15, 2022 Share Posted March 15, 2022 I love the look and feel so far. Looking forward to seeing how the gameplay shapes up! Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted April 20, 2022 Author Share Posted April 20, 2022 10 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted April 20, 2022 Share Posted April 20, 2022 Those new screens look great. I love the new tiles! 4 Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted April 22, 2022 Author Share Posted April 22, 2022 8 Quote Link to comment Share on other sites More sharing options...
Albert Posted April 22, 2022 Share Posted April 22, 2022 Really looking great, thanks for the updates! ..Al Quote Link to comment Share on other sites More sharing options...
+jgkspsx Posted April 22, 2022 Share Posted April 22, 2022 Looks amazing! And here I was expecting More gORF when I clicked on the thread 1 Quote Link to comment Share on other sites More sharing options...
Cyprian Posted April 22, 2022 Share Posted April 22, 2022 looks cool Quote Link to comment Share on other sites More sharing options...
saxmeister Posted April 23, 2022 Share Posted April 23, 2022 The darker backgrounds really help the artwork pop more. This is looking great! 3 Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted April 26, 2022 Author Share Posted April 26, 2022 6 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted April 26, 2022 Share Posted April 26, 2022 Looking good!, are you using Tiled to build the screens? Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted April 26, 2022 Author Share Posted April 26, 2022 4 hours ago, Muddyfunster said: Looking good!, are you using Tiled to build the screens? Yes using Titled for the levels, Tiled works great for me, I do have an annoying hard crash after four levels that I cant seem to get around. I suspect it's memory related. 2 Quote Link to comment Share on other sites More sharing options...
Traxx Posted April 28, 2022 Share Posted April 28, 2022 Looking good Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted June 2, 2022 Author Share Posted June 2, 2022 (edited) Have a road block, something changed and now I get the following error, anyone know what this is? --- Unresolved Symbol List interrupthold 0000 ???? (R ) pokeykeysupport 0000 ???? (R ) I tried blocking out large chunks of code, no difference , inspected the code for any introduced typos , at loss... Is 0.7.4 got any issues, cant seem to roll it back... Edited June 2, 2022 by Lavalamp added what I tired doing. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted June 2, 2022 Share Posted June 2, 2022 Can you post the full compile messages in case that offers any clue? Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted June 2, 2022 Author Share Posted June 2, 2022 33 minutes ago, Karl G said: Can you post the full compile messages in case that offers any clue? Verifying compiler files exist... Starting build of Morf.bas... 7800basic v0.19 Dec 31 2021 00:14:23 *** (): INFO, GFX Block #0 starts @ $A000 brickTiles waterTiles greenTiles brownTiles scoredigits_tikidays key0 key1 key2 key3 key4 key5 bubbleSprite0 bubbleSprite1 bubbleSprite2 bubbleSprite3 bubbleSprite4 bubbleSprite5 bubbleSprite6 points0 points1 points2 points3 *** (): INFO, GFX block #0 has 32 bytes left (2 x 16 bytes) *** (): INFO, DMA hole #0 starts @ $B000 no code defined for DMA hole *** (): INFO, GFX Block #1 starts @ $C000 morf0 morf1 morf2 morf3 morf4 morf5 morf6 morf7 morf8 morf9 morf10 morf11 morf12 morf13 morf14 morf15 morf16 morf17 morf18 morf19 morf20 morf21 drip0 drip1 drip2 drip3 drip4 spider1 spider2 rat1 rat2 rat3 fishy1 fishy2 fishy3 health1 health2 health3 health4 health5 health6 health7 health8 health9 health10 tikidays00 tikidays01 tikidays02 *** (): INFO, GFX block #1 has 112 bytes left (7 x 16 bytes) *** (): INFO, DMA hole #1 starts @ $D000 no code defined for DMA hole *** (): INFO, GFX Block #2 starts @ $E000 tikidays03 tikidays04 tikidays05 morfeyes00 morfeyes01 basiclogo00 basiclogo01 basiclogo02 *** (): INFO, GFX block #2 has 864 bytes left (54 x 16 bytes) 7800basic compilation complete. User-defined 7800.asm found in current directory --- Unresolved Symbol List interrupthold 0000 ???? (R ) pokeykeysupport 0000 ???? (R ) stack allowance: 19 nested subroutines. the canary is situated at: $1d7 15907 bytes of ROM space left in the main area. $1880 to $1fff used as zone memory, allowing 31 display objects per zone. 1506 bytes left in the 7800basic reserved area. c:\Atari 7800\Morf\Morf.bas.asm (6082): error: Branch out of range (136 bytes). Fatal assembly error: Source is not resolvable. Cartridge size not a multiple of 4K bytes! 7800header 0.13 Dec 31 2021 00:14:28 *** WARNING: The file size of c:\Atari 7800\Morf\Morf.bas.bin isn't correct. opened parameter file a78info.cfg The ROM 'c:\Atari 7800\Morf\Morf.bas.bin' is compatible with CC2. 7800makecc2 v0.1 Exit code: 1 Cleaning up files generated during compilation... Quote Link to comment Share on other sites More sharing options...
+Karl G Posted June 2, 2022 Share Posted June 2, 2022 7 minutes ago, Lavalamp said: c:\Atari 7800\Morf\Morf.bas.asm (6082): error: Branch out of range (136 bytes). I think opening the generated Morf.bas.asm and looking at what is at and around line 6082 may give a hint as to what is going on. I seem to remember something about a plotsprite being in a conditional sometimes giving a branch out of range error? Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted June 3, 2022 Author Share Posted June 3, 2022 (edited) On 6/3/2022 at 7:13 AM, Karl G said: I think opening the generated Morf.bas.asm and looking at what is at and around line 6082 may give a hint as to what is going on. I seem to remember something about a plotsprite being in a conditional sometimes giving a branch out of range error? Hi thanks for helping out! c:\Atari 7800\Morf\Morf.bas.asm Isn't being generated from what I can see, I have .78 and .bin no .asm I also tried an older version of the code, this complies and runs. I did notice that this older code creates and populates a /BIN directory, my current project file doesn't? -confused face- whats changed? Edited June 3, 2022 by Lavalamp Further observations. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted June 3, 2022 Share Posted June 3, 2022 54 minutes ago, Lavalamp said: Hi thanks for helping out! c:\Atari 7800\Morf\Morf.bas.asm Isn't being generated from what I can see, I have .78 and .bin no .asm I also tried an older version of the code, this complies and runs. I did notice that this older code creates and populates a /BIN directory, my current project file doesn't? -confused face- whats changed? Are you using Atari Dev Studio? There's an option to clean up compilation files which, if checked, deletes the .ASM file and others. Uncheck it if it is checked, and try your compile again. 1 Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted June 4, 2022 Author Share Posted June 4, 2022 (edited) 22 hours ago, Karl G said: Are you using Atari Dev Studio? There's an option to clean up compilation files which, if checked, deletes the .ASM file and others. Uncheck it if it is checked, and try your compile again. Brilliant, that led me to rem the suspect line and identify the bit I need to troubleshoot, it compiles and runs again, great tip. Edited June 4, 2022 by Lavalamp 1 Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted June 4, 2022 Author Share Posted June 4, 2022 (edited) Discovered it was this addition to the line: score0 = score0 + points Also tried score0 = score0 + 25 Causes the game to not compile, was there something I missed setting up score0 to be used? Aha! Realised the word "addition" was my clue the line was too long, had to move it all into a sub routine.? Edited June 4, 2022 by Lavalamp Found fix 2 Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted June 4, 2022 Author Share Posted June 4, 2022 5 Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted June 10, 2022 Share Posted June 10, 2022 On 9/13/2020 at 9:33 PM, Trebor said: A7800 is much closer to accurate hardware emulation than ProSystem and comes highly recommended. Extra bonus, it inherits a built-in debugger from MAME. However, if you are looking for something with an interface closer to ProSystem but with much better console emulation, BupSystem is next in line. Just get a Real 7800. Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted June 11, 2022 Author Share Posted June 11, 2022 11 hours ago, Ecernosoft said: Just get a Real 7800. I have a couple, but unsure how to get it to ROM or what cartridge to get. Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted June 11, 2022 Share Posted June 11, 2022 8 hours ago, Lavalamp said: I have a couple, but unsure how to get it to ROM or what cartridge to get. You can get a Concerto Cartridge. It's a SD-atari cartridge where you insert a SD card and there. All your ROM's ready to go! Quote Link to comment Share on other sites More sharing options...
Lavalamp Posted June 11, 2022 Author Share Posted June 11, 2022 8 hours ago, Ecernosoft said: You can get a Concerto Cartridge. It's a SD-atari cartridge where you insert a SD card and there. All your ROM's ready to go! Done, ordered. Quote Link to comment Share on other sites More sharing options...
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