PressureCooker2600 Posted April 16, 2007 Share Posted April 16, 2007 He only won once in 2006; he's slipping in his old age... Yep. I managed to get almost nothing done last year. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 16, 2007 Author Share Posted April 16, 2007 I'm having trouble with the timing of COLUP1 writes in the kernel now... Grrr. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 17, 2007 Share Posted April 17, 2007 I'm having trouble with the timing of COLUP1 writes in the kernel now... Grrr. Do you want help? Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 17, 2007 Author Share Posted April 17, 2007 I'm having trouble with the timing of COLUP1 writes in the kernel now... Grrr. Do you want help? Maybe. I think to fix it, if possible, would require a pretty extensive rewrite of the kernel - something I'm not too enthused about. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 17, 2007 Author Share Posted April 17, 2007 (edited) Update: ElevatorsAmiss20070416.bin Big change: Background colors change between levels! In order: All opinions on the colors are welcome! Any of those color schemes look too hideous? The cost of this is a slight sprite color glitch when the fair maid is climbing the stairs on the right. What are your thoughts on this? It seems acceptable to me, as the cost of changing the level colors. What do you all think? Also a few other minor changes. I can't remember if I mentioned this yesterday, but I changed the CHILD and NOVICE settings a bunch. CHILD now starts with only two elevators and the maid does not stop moving. NOVICE sticks with four elevators to start but now the maid can stop moving. I'll attach the source, also - I'm rapidly running out of ROM (and I'm now out of RAM) and any help in reclaiming some would be nice! And if anyone can figure out a way to eliminate the COLUP1 glitch I would be very grateful. (Search for "way too early" to find it) ElevatorsAmissSource20070416.zip Edited April 17, 2007 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 17, 2007 Share Posted April 17, 2007 They don't look bad, but IMO a color "theme" per level would probably be easier to be identified. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 17, 2007 Share Posted April 17, 2007 Grrr! What are your tabstop settings? Anyway, here is my solution: ... ;--waste time efficiently jsr Return nop ;14 @35 SLEEP 6 ; 6 lda StairCaseTable,Y ; 4 sta HMBL ; 3 = 13 @48 lda #MAID_HEIGHT ; 2 cpy HeroTop0 ; 3 bpl SwitchDraw1SC1 ; 2³ dcp MaidLineCounter2 ; 5 in SwitchDraw1SC1 too! lda (HeroGfx0Ptra),Y ; 5 sta GRP1 ; 3 VDELed lda (HeroColorPtra),Y ; 5 = 25 @73 BackFromSwitchDraw1SC1 sta HMOVE ; 3 @76 sta.w COLUP1 ; 4 = 3 @04 lda BackgroundColorTable-1,Y;4 eor GameFlags3 ; 3 sta COLUBK ; 3 = 10 @14 bcs DoDraw1SC1 ; 2³ carry still valid! ... Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 17, 2007 Author Share Posted April 17, 2007 Grrr! What are your tabstop settings? Anyway, here is my solution: Sorry, I'm using the Crimson Editor and the tab settings seem weird when I use other editors. And thanks! That works perfectly. About the colors, yeah, probably can do better. I don't want to do a gradient, though, and figuring out what initial values combined with what EOR values is almost too complicated. I'll keep playing with it, though. Themes shouldn't be too hard, I suppose. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 17, 2007 Share Posted April 17, 2007 (edited) Sorry, I'm using the Crimson Editor and the tab settings seem weird when I use other editors. Probably you can convert the tabs into spaces before posting. And thanks! That works perfectly. Good. And if you run out of space, there are some optimizations possible. About the colors, yeah, probably can do better. I don't want to do a gradient, though, and figuring out what initial values combined with what EOR values is almost too complicated. I'll keep playing with it, though. Themes shouldn't be too hard, I suppose. Maybe by simply alternating one of the higher bits in BackgroundColorTable, so you would get two different colors/level but with different brightnesses. And maybe you could give the floors some simple 3d look by making the carpet wider and putting the maids feet into the middle of it? Then you could give the carpets different colors (matching the walls) too. BTW: Why don't you like gradients? Too simple? Edited April 17, 2007 by Thomas Jentzsch Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 19, 2007 Author Share Posted April 19, 2007 (edited) Update! ElevatorsAmiss20070419.bin Changes: With Thomas' help, fixed the graphics glitch. Also, at his suggestion, made the floors taller/thicker/wider to give it a hint of a 3D look. But the main change is all new colors - please let me know what you think; here they are in order: I tried to go more for a "theme" for each level. Edited April 19, 2007 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
PressureCooker2600 Posted April 19, 2007 Share Posted April 19, 2007 i like the colors a lot on this version.....great job.....keep it up Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 19, 2007 Share Posted April 19, 2007 Nice! Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 20, 2007 Share Posted April 20, 2007 Color themes worked out pretty well. Some minimal polishing here and there maybe (contrasts). Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted April 20, 2007 Share Posted April 20, 2007 (edited) Lookin' good! Although it doesn't look like the elevators "disappear" on any of the levels now. Question... could the elevators be behind the floors? So they'd appear to be against the far wall? Incidentally, DaveD is really good with color. You might ask him to look these color schemes over. Edited April 20, 2007 by Nathan Strum Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 20, 2007 Share Posted April 20, 2007 (edited) Lookin' good! Although it doesn't look like the elevators "disappear" on any of the levels now. Disappear? Do you mean some extra nasty higher levels where the elevator have the color of some of the walls? Edited April 20, 2007 by Thomas Jentzsch Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 20, 2007 Author Share Posted April 20, 2007 Lookin' good! Although it doesn't look like the elevators "disappear" on any of the levels now. Disappear? Do you mean some extra nasty higher levels where the elevator have the color of some of the walls? In earlier binaries (see screenshots I posted) there were several levels where elevators were the same color as the walls. I go back and forth with that idea. Question... could the elevators be behind the floors? So they'd appear to be against the far wall? I wish I'd thought of that earlier. I've spent the last couple days wishing that the maid could, similarly, go through the floors (like Pitfall!). But that would definitely require a kernel rewrite. I think. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 20, 2007 Share Posted April 20, 2007 I wish I'd thought of that earlier. I've spent the last couple days wishing that the maid could, similarly, go through the floors (like Pitfall!). But that would definitely require a kernel rewrite. I think. Couldn't you just swap PF and BK and switch PF priority during the floors? Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 20, 2007 Author Share Posted April 20, 2007 (edited) I wish I'd thought of that earlier. I've spent the last couple days wishing that the maid could, similarly, go through the floors (like Pitfall!). But that would definitely require a kernel rewrite. I think. Couldn't you just swap PF and BK and switch PF priority during the floors? Even easier, I think, would be to just not draw the maid/elevators on certain lines. The problems are there are no free cycles to check for when the floors are and not a lot of ROM to add another kernel loop. EDIT: Even though...hm. I can probably find the ROM. The tricky part is checking for when the floors are and then branching to another kernel loop that only draws the ball and the background and updates the various line counters. Probably not necessary to draw the background, actually. I could store the info for where the floors are in the HMBL table (since the lower four bits are unused), would require an extra 4 cycles though: lda StairCaseTable,Y sta HMBL ;--new code: lsr bcs SkipMaidElevDrawKernel EDIT II: I'll attach the source. ElevatorsAmiss20070419Source.zip EDIT III: Actually, it might work to do this: lda StairCaseTable,Y sta HMBL beq SkipMaidElevDrawKernel Would only require 2 more cycles in the kernel. Too bad I've only got 1... EDIT IV: On further checking, that won't work. Still need 4 cycles. Edited April 20, 2007 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 20, 2007 Share Posted April 20, 2007 Would only require 2 more cycles in the kernel. Too bad I've only got 1... Which kernel are we talking about? It seems that there are some cycles left (SLEEP etc.) or can be optimized (e.g. DoDraw wastes 1 cycle by branching when drawing). BTW: Tabs are weird again. Maybe you can repost the source with tabs replaced. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 20, 2007 Author Share Posted April 20, 2007 (edited) Would only require 2 more cycles in the kernel. Too bad I've only got 1... Which kernel are we talking about? It seems that there are some cycles left (SLEEP etc.) or can be optimized (e.g. DoDraw wastes 1 cycle by branching when drawing). BTW: Tabs are weird again. Maybe you can repost the source with tabs replaced. Yeah, I just realized that I can shave a cycle out of DoDraw. There are three main kernels, two of them have plenty of spare cycles but one is very tight. Look for the label "Main Kernel" and the code following that, specifically the loop "KernelLoopInner" Here's another copy of the source with all tabs replaced by 3 spaces. ElevatorsAmiss20070419Source.zip Edited April 20, 2007 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 20, 2007 Share Posted April 20, 2007 Here's another copy of the source with all tabs replaced by 3 spaces. Uhm, still not better. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 20, 2007 Author Share Posted April 20, 2007 Here's another copy of the source with all tabs replaced by 3 spaces. Uhm, still not better. What's the problem? That the comments don't line up, or something else...? Have any suggestions of how to fix? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 20, 2007 Share Posted April 20, 2007 What's the problem? That the comments don't line up, or something else...? Have any suggestions of how to fix? Yes, the comments and (more important) the cycle counting are not lined up. Anyway, you already found the missing cycle, right? Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 20, 2007 Author Share Posted April 20, 2007 (edited) What's the problem? That the comments don't line up, or something else...? Have any suggestions of how to fix? Yes, the comments and (more important) the cycle counting are not lined up. Anyway, you already found the missing cycle, right? Yeah, change: bcs DoDraw1 lda #0 .byte $2C DoDraw1 lda (HeroGfx1Ptrb),Y sta GRP0 ;+11 24 lda #0 sta PF1;+5 29 to: lda #0 sta PF1 bcc NoDraw1 lda (HeroGfx1Ptrb),Y sta GRP0 ;+15 28 BackFromNoDraw1 ... NoDraw1 sta.w GRP0 bcc BackFromNoDraw1 Let me try again fixing the tab spacing. EDIT: Ok, try this. ElevatorsAmiss20070419Source.zip Edited April 20, 2007 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 20, 2007 Share Posted April 20, 2007 EDIT: Ok, try this. A lot of code (e.g. DrawScore) looks perfect now, but the kernel still not. Quote Link to comment Share on other sites More sharing options...
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