Osmeroid Posted October 14, 2023 Share Posted October 14, 2023 Great job TMH, guess I'll be playing this over the weekend 1 1 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted October 23, 2023 Share Posted October 23, 2023 On 10/13/2023 at 9:04 AM, TheMajorHavoc said: Updated Demo in 1st post (10-13-23) Just a heads up that your new version crashes immediately in Stella when set to Developer Mode whereas the older version didn't. - James 1 Quote Link to comment Share on other sites More sharing options...
DeafAtariFromKansas Posted October 23, 2023 Share Posted October 23, 2023 30 minutes ago, ZeroPage Homebrew said: Just a heads up that your new version crashes immediately in Stella when set to Developer Mode whereas the older version didn't. - James Noticeably it crashed in Developer, if you press ESC twice, it will appear in pattern behavior, but it works fine in Player Mode. 1 Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted October 24, 2023 Author Share Posted October 24, 2023 Stella shows it as a read from write port error, but i'm having a hard time tracking it down. Do any of you guys know what is happening at $1010? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted October 24, 2023 Share Posted October 24, 2023 The issue is in bank 8 (bBasic bank number, which is +1 compared to what Stella shows), which is the last bank. Usually just the display kernel(s) resides there. What code do you have in bank 8? 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted October 24, 2023 Share Posted October 24, 2023 My stab in the dark: you have a "return thisbank" when you should have a "return otherbank" when returning from a function in bank 8. Maybe something associated with your title screen? 1 Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted October 24, 2023 Author Share Posted October 24, 2023 (edited) Thank you for pointing me in the right direction @splendidnut @Karl G, now to find time to dig through it today! @ZeroPage Homebrew Thanks for the heads up James! Edited October 24, 2023 by TheMajorHavoc 1 Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted October 24, 2023 Author Share Posted October 24, 2023 (edited) DOOM2600_BK_102423.bin Bugfixed demo: DOOM2600_BK_102423.bin @ZeroPage Homebrew Error was coming from my map routine. Was using 3 temporary variables (temp3,4,5) in a for-next loop to plot playfield. switched to 3 normal variables and it resolved. But the routine resides in bank3, not bank 7 ? @splendidnut @Karl G Edited October 24, 2023 by TheMajorHavoc 1 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted October 24, 2023 Share Posted October 24, 2023 3 hours ago, TheMajorHavoc said: DOOM2600_BK_102423.bin Bugfixed demo: DOOM2600_BK_102423.bin @ZeroPage Homebrew Error was coming from my map routine. Was using 3 temporary variables (temp3,4,5) in a for-next loop to plot playfield. switched to 3 normal variables and it resolved. But the routine resides in bank3, not bank 7 ? @splendidnut @Karl G Yeah, that makes sense since many bB commands do make use of those temp variables. 1 Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted October 24, 2023 Share Posted October 24, 2023 Yup, the PF draw commands utilize 'temp3' ... and Stella is showing the code breaking in one of the bB drawing subroutines. 1 Quote Link to comment Share on other sites More sharing options...
+Living Room Arcade Posted January 18 Share Posted January 18 On 7/22/2021 at 5:28 PM, TheMajorHavoc said: Left to do: - Post manual when complete Hello @MajorHavoc What a great de-make of Doom! Any update about the manual? Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted February 13 Author Share Posted February 13 I have been slammed at work so I haven't been on in awhile. It will be a PDF of the paper manual that will be included with the physical cartridge. I'm wanting to do something similar to the Zelda 1 manual aesthetic. It will be much shorter though :) 2 Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted May 21 Author Share Posted May 21 (edited) Attempting to move this project to 64KSC , but I cannot get it to run. I'm afraid I might be missing something else because I can't get any compiled code at 64K to run. Attached is some Doom BGM music code I did on the Atari Riff Machine (Very fun to write 2600 music on!). I was testing for 64kSC. The music is in Bank 15. Ran fine in Bank 7 @ 32k binary, but just black screen 64k binary. Can someone take a look and tell what i'm missing? bB 1.7 Compilation log: Compile started at 5/20/2024 8:01:33 PM Compiling C:\Vbatari\projects\Doomed\test3.bas 2600 Basic compilation completed. 3742 bytes of ROM space left in bank 1 3772 bytes of ROM space left in bank 2 3772 bytes of ROM space left in bank 3 3772 bytes of ROM space left in bank 4 3772 bytes of ROM space left in bank 5 3772 bytes of ROM space left in bank 6 3772 bytes of ROM space left in bank 7 3772 bytes of ROM space left in bank 8 3772 bytes of ROM space left in bank 9 3772 bytes of ROM space left in bank 10 3772 bytes of ROM space left in bank 11 3772 bytes of ROM space left in bank 12 3772 bytes of ROM space left in bank 13 3772 bytes of ROM space left in bank 14 825 bytes of ROM space left in bank 15 0 bytes of ROM space left in bank 16 Complete. (0) Compilation completed at 5/20/2024 8:01:33 PM view output file:///C:/Vbatari/projects/Doomed/bin Post compilation files deleted test64k.bas Edited May 21 by TheMajorHavoc Quote Link to comment Share on other sites More sharing options...
+bent_pin Posted May 21 Share Posted May 21 Just played the demo and loved it. Great work, @TheMajorHavoc Thank you for sharing 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted May 21 Share Posted May 21 11 hours ago, TheMajorHavoc said: Attempting to move this project to 64KSC , but I cannot get it to run. I'm afraid I might be missing something else because I can't get any compiled code at 64K to run. Attached is some Doom BGM music code I did on the Atari Riff Machine (Very fun to write 2600 music on!). I was testing for 64kSC. The music is in Bank 15. Ran fine in Bank 7 @ 32k binary, but just black screen 64k binary. For some reason, I'm not able to compile any 64K projects at the moment, so I need to figure out why. I did notice code like this, though, in 4 places: gosub MusicSetup0 thisbank "thisbank" and "otherbank" are not used with gosub or goto statements, but only with return statements when needed. If you are doing a gosub or a goto into the same bank, you don't need to specify the bank at all. 1 Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted May 21 Author Share Posted May 21 Thanks bent_pin! if I can get past this 64k issue, I'll create a new 1 level demo. I've added some music and updated a good bit of code since this old one. Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted May 21 Author Share Posted May 21 1 minute ago, Karl G said: For some reason, I'm not able to compile any 64K projects at the moment, so I need to figure out why. I did notice code like this, though, in 4 places: gosub MusicSetup0 thisbank "thisbank" and "otherbank" are not used with gosub or goto statements, but only with return statements when needed. If you are doing a gosub or a goto into the same bank, you don't need to specify the bank at all. Yes, I think I started trying any idea that came to mind when I added that. Since you can't compile 64K either, I'm starting to wonder if it's a bB issue. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted May 21 Share Posted May 21 1 minute ago, TheMajorHavoc said: Yes, I think I started trying any idea that came to mind when I added that. Since you can't compile 64K either, I'm starting to wonder if it's a bB issue. Well, it sounds like you *can* compile it, but it just gives you a blank screen, right? Sounds like a different issue. Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted May 21 Author Share Posted May 21 (edited) 3 hours ago, Karl G said: Well, it sounds like you *can* compile it, but it just gives you a blank screen, right? Sounds like a different issue. Yes, sorry. I can compile, the binary file is unusable Edited May 21 by TheMajorHavoc Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted May 21 Share Posted May 21 I looked into this for a while this afternoon. When I downloaded the test64k.bas file into my older project directory, the compile worked but the binary did not work. When I downloaded a fresh copy of bB 1.7 into a new folder, the compile and the binary worked fine. I could hear the sound effects (very nice, btw!). I did a folder comparison of my include file directories and the only difference was the score_graphics.asm file. Copying the default score_graphics.asm file into my old project directory fixed the problem. Looking at them, my older score_graphics.asm file did not have the necessary code at the beginning for 64k, the "if bankswitch == 64" section was missing. If you have a modified score_graphics.asm file that could be it, as that file would be included in the build even if you're not using the score. 2 1 Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted May 21 Author Share Posted May 21 6 hours ago, Karl G said: Well, it sounds like you *can* compile it, but it just gives you a blank screen, right? Sounds like a different issue. @Karl G Found the issue! 64K option does not like my custom "score_graphics.asm" I had in my Project folder. Now compiles with 2363 bytes of ROM space left in bank 16 and plays music! Thanks for your help, I'm so happy it's not a bB issue 1 Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted May 22 Author Share Posted May 22 4 hours ago, Atarius Maximus said: I looked into this for a while this afternoon. When I downloaded the test64k.bas file into my older project directory, the compile worked but the binary did not work. When I downloaded a fresh copy of bB 1.7 into a new folder, the compile and the binary worked fine. I could hear the sound effects (very nice, btw!). I did a folder comparison of my include file directories and the only difference was the score_graphics.asm file. Copying the default score_graphics.asm file into my old project directory fixed the problem. Looking at them, my older score_graphics.asm file did not have the necessary code at the beginning for 64k, the "if bankswitch == 64" section was missing. If you have a modified score_graphics.asm file that could be it, as that file would be included in the build even if you're not using the score. @Atarius Maximus Thanks man! That's definitely missing from my score graphics file. Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted June 12 Author Share Posted June 12 Updated 64K demo in first post 3 Quote Link to comment Share on other sites More sharing options...
+Living Room Arcade Posted June 12 Share Posted June 12 This is really nice!! Is it alright to ask you questions about how you did it? Spoiler You made the map out of the playfield, didn't you? 32 pixels wide 11 pixels high Did you shrink the rows using something like the pfres setting? Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted June 13 Author Share Posted June 13 (edited) On 6/12/2024 at 10:06 AM, Living Room Arcade said: This is really nice!! Is it alright to ask you questions about how you did it? Absolutely! Everything in a nutshell: The map is 8 pixel tall, 32 wide playfield set with pfheights settings. it is plotted from level data statements. The play area is 3x multiplexed player1 graphic loaded from data statements with assembly routines (faster!), using around 48 bytes of SC ram like a framebuffer. This "framebuffer" is cleared after every screen is drawn by an assembly routine. This is all ran in the vertical blank, all game logic is ran in overscan Resulting in something like a "pseudo" bitmapped display at 20hz (60hz ntsc / 3 ? please forgive my ignorance, experts please interject!). Every asset is positioned in a level using 1 variable (level 2 chaingun location at 139 shown) Edited June 13 by TheMajorHavoc 2 Quote Link to comment Share on other sites More sharing options...
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