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Blank Middle Score Sprites!


KevKelley

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I had seen in a different post where there is a way to call on the score sprite and use it for something else.

 

I was wondering if there was a way to somehow swap out a score sprite and use something else in a part of code.

 

So let's say you wanted to swap out the Number 6 sprite temporarily with something like a dash. Is there a way to do this?

Edited by KevKelley
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You can add extra characters in what would be hex A-F

https://atariage.com/forums/topic/126058-defining-a-f-in-score_graphicsasm/

 

RevEng made it known some extra steps are needed to use such scores in the multi kernel framework

https://atariage.com/forums/topic/218090-64k-multikernel-framework/?tab=comments#comment-2856795

 

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  • 2 weeks later...

So after some looking, I don't think I can add ny extra sprites or move enough code around, as my last bank is full.  

 

Ideally I would love to either make a block or leave it blank. I didn't know if there was something like player0height for the score sprites.

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Can you describe in more detail what you are trying to do in this case? Maybe one of us will have a useful idea to help.  ? 

 

As far as the height goes, that's not controlled by a variable, but is hardcoded to be 8 lines, and all of the included score fonts are also 8 lines tall.

 

Do you have room for 8 more bytes in your graphics bank? If you are only adding one symbol or a blank, then that's all it should take, I think.

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I guess I was just trying to use the first 2 and last 2 numbers of the score for a mini-game. So in the minigame I was trying to make the 2 middle numbers either blank, a solid color, or as I had it now, I set _sc2 to something like 240 so it is a glitchy blob that kind of keeps the 2 scores separate for now. And part of me liked how it looked but I was trying to give a more symmetrical appearance. 

 

I saw the hex score to get another digit, and I suppose I could try that but I think my graphic bank has something like 4 bytes left (if memory serves me correctly). I did wonder how that works. Does that interfere with the score when adding? Or does it just make a couple more sprites available for use? I might be able to free up a few more bytes if I play around a bit.

 

I guess I was looking for different solutions for a minor issue before I proceed.

 

 

 

 

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If blank works, then you may not have to do anything special at all. I never noticed, but there seems to be a blank area following 9 in the default score_graphics. Try setting _sc2 to $AA instead (each hex digit is 10), and both of the digits should be blank. It worked for me when I tried it, at least:

 

section2_bas.thumb.png.0ccf8f7411b849a8460cd700a8964f0c.png

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I will definitely try. And as a side note I feel like this could open up some opportunities in the future, as I had seen some requests in the past for 2 2-digit scores. Looks like you found a really simple solution. 

 

Thank you!

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30 minutes ago, Karl G said:

If blank works, then you may not have to do anything special at all. I never noticed, but there seems to be a blank area following 9 in the default score_graphics. Try setting _sc2 to $AA instead (each hex digit is 10), and both of the digits should be blank. It worked for me when I tried it, at least:

 

section2_bas.thumb.png.0ccf8f7411b849a8460cd700a8964f0c.png

 

If there's no graphic specified for hex value A wouldn't it point to invalid data on a real cartridge?

 

@KevKelly:  did you try adding the extra A-F values as documented in the links and you ran out of space?

 

Not bugging or anything.  Just curious about these things :)

 

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8 minutes ago, Gemintronic said:

 

If there's no graphic specified for hex value A wouldn't it point to invalid data on a real cartridge?

 

@KevKelly:  did you try adding the extra A-F values as documented in the links and you ran out of space?

 

Not bugging or anything.  Just curious about these things :)

 

I didn't try to add them because I assumed I wouldn't have enough space to execute it.  I only have 6 bytes free in the last bank and thought it would be too much so I was looking at other things that I could do in the other banks first.  I also was unsure if it would interfere with my score keeping so until I had a chance to mess with I was looking into it some more (I haven't had much opportunity for any serious time on my game).

 

I noticed when I did $AA with my own font it came out with solid blocks and line (which was kind of what I was working with earlier.  When I tried a different font it worked!

 

CROSSDOCK_16k_04_13_21_aa.bas_2.png

CROSSDOCK_16k_04_13_21_aa.bas_1.png

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37 minutes ago, Gemintronic said:

 

If there's no graphic specified for hex value A wouldn't it point to invalid data on a real cartridge?

Take a look at score_graphics.asm in the bB includes directory. After the 9 digit, there's 8 lines of blank (0) defined. That's what is being read  

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30 minutes ago, KevKelley said:

 

I noticed when I did $AA with my own font it came out with solid blocks and line (which was kind of what I was working with earlier.  When I tried a different font it worked!

 Maybe your font doesn't have the zeros following the 9 graphic like the others do? It shouldn't take any extra space if you are just matching what's in the other fonts. 

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If I were really clever I'd find where bB actually draws the score and tell it to skip the middle two digits.  That would leave the center score variable free for use :)

 

UPDATE:  Not clever enough.  I did realize one could do a "const noscore = 1" and then use the playerscores mini kernel.  Not sure if that would increase the bloat though.

https://atariage.com/forums/topic/113146-minikernel-player-scores/

 

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19 minutes ago, Karl G said:

 Maybe your font doesn't have the zeros following the 9 graphic like the others do? It shouldn't take any extra space if you are just matching what's in the other fonts. 

I just checked and I do not have any zeros following the 9 graphic. Thanks!

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