LordKraken Posted January 11, 2022 Share Posted January 11, 2022 43 minutes ago, Ninjabba said: Added the reset functionality to Sorrow. It's ready for the cart now ok thanks, I'll update the binary (already working just need to skin it nicely :)) Quote Link to comment Share on other sites More sharing options...
Igor Posted January 13, 2022 Author Share Posted January 13, 2022 I'm running behind on adding reset, will try and do it soon, we have quite a few weeks still though ? @Ninjabba hope you added pause too ? Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted January 13, 2022 Share Posted January 13, 2022 1 hour ago, Igor said: I'm running behind on adding reset, will try and do it soon, we have quite a few weeks still though ? @Ninjabba hope you added pause too ? Haha is this a feature request?? I might want to provide one more update regardless to correctly cap framerate but I assume I'm still bound to a 32kb limit Quote Link to comment Share on other sites More sharing options...
Igor Posted January 14, 2022 Author Share Posted January 14, 2022 18 hours ago, Ninjabba said: Haha is this a feature request?? I might want to provide one more update regardless to correctly cap framerate but I assume I'm still bound to a 32kb limit Since there are only 6 entries I think this limit can be relaxed for the cart version. I think the largest size that can be loaded is 48K, @karri or @LordKraken or anyone else could you confirm? Quote Link to comment Share on other sites More sharing options...
LordKraken Posted January 14, 2022 Share Posted January 14, 2022 I must admit I don't know, and I'm not particularly motivated to look at the code. @42bs should know since he wrote the LoadPrg function a looong time ago. Shouldn't be a problem to try it out though (just plug the bigger file and try ^^). Quote Link to comment Share on other sites More sharing options...
+karri Posted January 14, 2022 Share Posted January 14, 2022 1 hour ago, LordKraken said: I must admit I don't know, and I'm not particularly motivated to look at the code. @42bs should know since he wrote the LoadPrg function a looong time ago. Shouldn't be a problem to try it out though (just plug the bigger file and try ^^). The actual BLL loader using ComLynx could be place pretty much anywhere. One good spot could be the screen buffer. Then you can load games starting at 0x200 and ending at 0xE018. That is 56865 bytes or 55.5k. This does not really make sense if your game uses double buffering. So we go for 48696 bytes or 47.5k. But I won't add stuff to Bathman. Next time I hope we skip the size requirement. 1 Quote Link to comment Share on other sites More sharing options...
Fadest Posted January 14, 2022 Share Posted January 14, 2022 The problem would not be the BLL loader as Karri says, but the fact the game will not run in RAM if it is too big. Remember that in RAM, you will get your .o file (game + assets) + screens buffer (so 8, 16 or 24 kb even if collisions buffer is quite never used), and all your variables and array... Quote Link to comment Share on other sites More sharing options...
+karri Posted January 14, 2022 Share Posted January 14, 2022 I had lots of ideas for Bathman that would have been there if the 32k limit was lifted. Sound effects, different items to fetch for Letitia, steam, reflections from the cauldron, shadows, more jokes. But now I am deep in coding Wizzy. It is a real challange to get stuff to fit in RAM. The story is also taking shape. I write more when I commute on the bus or train. It will be a fun adventure. And this time I use a top-down approach to find out what is important for gameplay first. Code in the animations in order of how much screentime they get. Less time on screen -> simpler animations. Here a close encounter. 4 Quote Link to comment Share on other sites More sharing options...
Igor Posted January 17, 2022 Author Share Posted January 17, 2022 Looking forward to Wizzy @karri I will go with the guide size of 47.5k as the maximum (but as long as the game fits and runs in RAM is ok). Thanks for everyone's feedback. 1 Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted January 17, 2022 Share Posted January 17, 2022 Awesome. Now I will add the Pause button 1 Quote Link to comment Share on other sites More sharing options...
42bs Posted January 21, 2022 Share Posted January 21, 2022 On 1/14/2022 at 11:26 AM, karri said: The actual BLL loader using ComLynx could be place pretty much anywhere. One good spot could be the screen buffer. Then you can load games starting at 0x200 and ending at 0xE018. That is 56865 bytes or 55.5k. This does not really make sense if your game uses double buffering. So we go for 48696 bytes or 47.5k. But I won't add stuff to Bathman. Next time I hope we skip the size requirement. You could have a one-time picture in the place of the background buffer or init code. Quote Link to comment Share on other sites More sharing options...
+karri Posted January 21, 2022 Share Posted January 21, 2022 8 hours ago, 42bs said: You could have a one-time picture in the place of the background buffer or init code. What I really wanted to do was to upload the memory from 0200 to BFFF. I have my music, sound effects, buttons and the loader in top memory. HM_CODE 00A000 00A60E 00060F 00001 HM_RODATA 00A60F 00A636 000028 00001 HM_DATA 00A637 00A63E 000008 00001 HM_BSS 00A63F 00A723 0000E5 00001 SFX_RODATA 00A74A 00A842 0000F9 00001 KEYHANDLER_CODE 00A91D 00AB24 000208 00001 LOADER_CODE 00A91D 00A9A9 00008D 00001 LOADER_RODATA 00A9AA 00A9AA 000001 00001 LOADER_DATA 00A9AB 00A9AD 000003 00001 KEYHANDLER_RODATA 00AB25 00AB25 000001 00001 KEYHANDLER_DATA 00AB26 00AB2A 000005 00001 KEYHANDLER_BSS 00AB2B 00AB6F 000045 00001 BALTI_RODATA 00B000 00B9E9 0009EA 00001 I tried to use Handy Music by including it in the build. And even asked if someone has done it. As it did not work I used Chipper. For the next year I hope @sage spills the beans. Or I take the time to figure out why code relocation did not work. For cart-based games I do like to put the loader and the keyhandler on overlapping segments. The loader grows all the time as I add more files. Now it has a place to grow. The keyhandler also created the PAUSE greyscale palette. Plus it handles lots of GUI related stuff. Luckily the loader and the keyboard never need to be in memory at the same time. It is also nice to know that any tune I want to play has 0x1000 bytes space. So I don't have to save bytes while writing music. PS. There is actually 56 unusable bytes at C000 as the 2nd screen starts at C038. For a compilation cart one way could be to assemble the actual loader to end in C037. Then it could jump there to load in the entry chosen by the gamer. For development on a SRAM cart it would also be nice to keep a permanent uploader in high memory for a way to bootstrap the software update process. Quote Link to comment Share on other sites More sharing options...
LordKraken Posted February 5, 2022 Share Posted February 5, 2022 Thanks for updating your games with the reset function. I have submitted a release candidate to Igor for the cartridge menu, hope you will like it 1 Quote Link to comment Share on other sites More sharing options...
LX.NET Posted February 5, 2022 Share Posted February 5, 2022 On 12/3/2021 at 12:33 AM, Igor said: Sounds like a great story Karri! Looking forward to trying it out. I resolved my screen corruption issues, thanks to everyone who chatted to me about it, turns out - DON'T USE 2D ARRAYS IN CC65. I'm at 16641 bytes now, still need to do animations for enemies, different enemy types, maybe gun/item animations and if there's room after that, some sound! Not sure if I agree with this statement. I have used 2D arrays extensively and had no issues, other than my own mistakes. What happened that caused 2D arrays to corrupt the screen? Why your advice to not use them? Quote Link to comment Share on other sites More sharing options...
Igor Posted February 6, 2022 Author Share Posted February 6, 2022 (edited) On 2/6/2022 at 3:24 AM, LX.NET said: Not sure if I agree with this statement. I have used 2D arrays extensively and had no issues, other than my own mistakes. What happened that caused 2D arrays to corrupt the screen? Why your advice to not use them? From what I can see, CC65 (at least the current GitHub version) does not generate correct code for them. Also, switching to 1D arrays made all my code smaller (and faster). Edited February 6, 2022 by Igor Quote Link to comment Share on other sites More sharing options...
Igor Posted May 15, 2022 Author Share Posted May 15, 2022 We were aiming to have this out end of April time frame, but due to postage delays that date was slipped, but now the Lynx Jam 2021 cartridge and boxed version are out and available for purchase! You can get it either from us or Yastuna Games (if you are in EU). Below are the links... https://atarigamer.com/shop/AtariLynxHomebrewGames/5739799835049984 https://yastuna-games.com/en/home/56-78-lynxjam-2021.html 1 Quote Link to comment Share on other sites More sharing options...
Turbo Laser Lynx Posted February 3 Share Posted February 3 I never got around to comment on the "scary" games because of irl crap, so here I go now. Better late than never. - Krow: Beautiful looking game! Nice to see that Lynx scaling in action! - Z.A.P. Geat work Igor! Your best made game so far. - Sorrow. Good start, fun to play! - Providing good laughs and interesting concepts: Bathman and Black Pit. - Would love to see the concept in Banana Ghost more fleshed out. Some sort of action/arcade oriented ghostbuster/luigi's mansion kinda game for the Lynx would be fun. Anyhow great and fun stuff by everyone again! 👏👏👏😊 1 Quote Link to comment Share on other sites More sharing options...
Fadest Posted February 3 Share Posted February 3 Did Black Pit really make you laugh ? I now sound effects are crap, but are they reallly laughable? Quote Link to comment Share on other sites More sharing options...
Turbo Laser Lynx Posted February 4 Share Posted February 4 11 hours ago, Fadest said: Did Black Pit really make you laugh ? I now sound effects are crap, but are they reallly laughable? Ah no, I guess I wrote it a bit unclear. What I meant is that: Bathman and Black Pit = interesting concepts. Bathman = Providing good laughs.🙂👍 1 1 Quote Link to comment Share on other sites More sharing options...
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