+Al_Nafuur Posted October 31, 2021 Share Posted October 31, 2021 I am having multiple scannline issues with 1942 and the multisprite kernel. scanline jumps up to 278 or 293 lines if all 5 virtual sprites are parked at the same Y value above the visible screen ( Y > 88) scanline jumps to 263 lines if a virtual sprite has an X position > 160 scanline jumps to 290 lines for one frame if an virtual sprite moves from 0 to 255 Even if I avoid all situations metion above, I still have some frames with 263 scanlines! Attached my modified ex_multisprite_9_objects.bas binary where the virtual sprites can be move offscreen: ex_multisprite_9_objects.bas.bin Quote Link to comment https://forums.atariage.com/topic/326672-multisprite-kernel-scanline-issues/ Share on other sites More sharing options...
+Karl G Posted November 1, 2021 Share Posted November 1, 2021 9 hours ago, Al_Nafuur said: scanline jumps up to 278 or 293 lines if all 5 virtual sprites are parked at the same Y value above the visible screen ( Y > 88) This one I wasn't able to reproduce. At what Y value does this happen to you? You might want to experiment with different values for "offscreen" to see if there's a value that doesn't trigger that. 9 hours ago, Al_Nafuur said: scanline jumps to 263 lines if a virtual sprite has an X position > 160 That I see too, but there's also no reason to let X exceed 160. After 159, you can reset the X position to 0, and not have to deal with that issue. I can't think of a case where the X value would need to be 160 or greater. 9 hours ago, Al_Nafuur said: scanline jumps to 290 lines for one frame if an virtual sprite moves from 0 to 255 Both of these values would be offscreen, so I think you should be able to work around this by not dropping below 0, or jumping from 0 to a safe offscreen value. As you have noticed, the Multisprite kernel has a few "quirks", and is a bit less polished than the other kernels. 2 Quote Link to comment https://forums.atariage.com/topic/326672-multisprite-kernel-scanline-issues/#findComment-4935857 Share on other sites More sharing options...
+Gemintronic Posted November 1, 2021 Share Posted November 1, 2021 Al_Nafuur mentioned in the 1942 topic the scanline issue was fixed. What was the fix? I'm making a lot of multi sprite kernel games and would like to avoid such issues. 1 Quote Link to comment https://forums.atariage.com/topic/326672-multisprite-kernel-scanline-issues/#findComment-4936512 Share on other sites More sharing options...
+Al_Nafuur Posted November 2, 2021 Author Share Posted November 2, 2021 52 minutes ago, Gemintronic said: Al_Nafuur mentioned in the 1942 topic the scanline issue was fixed. Not the multikernel scanline issue was fix. Just a bug in the 1942 code was fixed that caused one of the situations mentioned above. 52 minutes ago, Gemintronic said: What was the fix? basically a "dim" was used where "const" should have been used https://github.com/Al-Nafuur/PlusROM-Hacks/commit/271ae18637e27b59d155d5e140fea511e7e60d63 52 minutes ago, Gemintronic said: I'm making a lot of multi sprite kernel games and would like to avoid such issues. You have to avoid the situations mentioned in my first post. 1 Quote Link to comment https://forums.atariage.com/topic/326672-multisprite-kernel-scanline-issues/#findComment-4936551 Share on other sites More sharing options...
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