KevKelley Posted June 16, 2022 Share Posted June 16, 2022 This is a little weird one to try and explain but I will try my best. Recently I was watching @ZeroPage Homebrew play Litterbug! and afterwards I had gone to test some things or try to replicate their experience and noticed some differences from when I had last tested. More specifically, one difference I had noticed involves the fire button and the missile sprite coordinates and using pfpixel. Previously I had noticed that it was possible to press the fire button and have the possibility to turn on two pfpixels at once but after I made some fixes I found that was not possible anymore. I had found the cause of this change. I had made this line: if joy0fire then pfpixel temp3 temp6 on:p{4}=!p{4}:p{5}=!p{5}:w001=14:score=score+1:w004=r004-1:r=63:var7=var7+1 into this: if o{0} then pfpixel temp3 temp6 on:p{4}=!p{4}:p{5}=!p{5}:w001=14:score=score+1:w004=r004-1:r=63:var7=var7+1 where o{0} is defined earlier in the code where joy0fire is pressed but before the drawscreen and that line found afterwards. I was wondering why if nothing else is changed but just the o{0} and joy0fire it would result in a change like this? Does it have something to do with how the Atari may read certain things, like a bit versus a joystick register? Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 16, 2022 Share Posted June 16, 2022 Are you sure the joy0fire check isn't hidden under some other chunk of code and being ignored sometimes? Quote Link to comment Share on other sites More sharing options...
KevKelley Posted June 17, 2022 Author Share Posted June 17, 2022 3 hours ago, Random Terrain said: Are you sure the joy0fire check isn't hidden under some other chunk of code and being ignored sometimes? I don't think so. In this loop I had only a couple instances of using it. One defined the bit and one would turn the pixel on. I will have to now double check. I did play around with moving drawscreen around to different places and swapping the bit and joy0fire code to see how it worked and I think it had same effect - it was more precise. That made me wonder if there was an order of operations. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 17, 2022 Share Posted June 17, 2022 My gut feeling is that there's a lot of code in that one line. Everything from bitwise operations to manipulating the score. You might wanna make that a simple if .. then .. goto statement and put all that in a separate label - one line at a time. At least it would be easier to eyeball for debugging. I realize that's not an answer in itself but that'd be my first step in unraveling the mystery 1 Quote Link to comment Share on other sites More sharing options...
KevKelley Posted June 17, 2022 Author Share Posted June 17, 2022 4 hours ago, Gemintronic said: My gut feeling is that there's a lot of code in that one line. Everything from bitwise operations to manipulating the score. You might wanna make that a simple if .. then .. goto statement and put all that in a separate label - one line at a time. At least it would be easier to eyeball for debugging. I realize that's not an answer in itself but that'd be my first step in unraveling the mystery I just moved a bunch of videos to free up space in the first bank so that I can try to clean things up a bit. I may do just that and try. If I play on hardware and no issues arise I may not need to make any changes but I had thought it interesting. 1 Quote Link to comment Share on other sites More sharing options...
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