Subject: Re: [stella] Adventure, Another Issue (Thanks for yesterday) From: "Joel Park" <joelp@xxxxxxxxxxxxxxxxxx> Date: Tue, 4 Jun 2002 08:59:43 -0400 |
Brian, Thanks for the fast reply. And for the huge help, I'll try this stuff out tonight. What you were mentioning about PageBreaks... As long as I keep all the room data within one "High" range I should be ok right?? Like as long as it's between FE00 and FEFF I shoud be fine, right. (Sorry for such a newbie question.) Thanks to all you guys, I really appreciate how helpful everyone is. ----- Original Message ----- From: "Brian Prescott" <bprescot@xxxxxxxxxxxxxxx> To: <stella@xxxxxxxxxxx> Sent: Tuesday, June 04, 2002 8:39 AM Subject: RE: [stella] Adventure, Another Issue (Thanks for yesterday) > Joel: > > The problem is in the RoomNumToAddress subroutine. This routine calculates > an address into the room data table. By adding a byte to the arrow graphic, > these addresses are all off by one. > > In the subroutine, you can change the final bit of code to this: > > LDA #<RoomDataTable > CLC > ADC $93 ;Add the room data base address > STA $93 ;to the offset therefore getting > LDA #>RoomDataTable ; the final room data > address. > ADC $94 > STA $94 > RTS > > And of course, add the RoomDataTable label at FE1B. > > When you do this kind of thing in the actual code instead of the table data > at the end, you also need to be aware that page breaks can and do cause the > code to go haywire. I found this out in some of my own disassemblies and > code modifications. > > BP > > -----Original Message----- > From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx]On > Behalf Of Joel Park > Sent: Tuesday, June 04, 2002 8:04 AM > To: stella@xxxxxxxxxxx > Subject: [stella] Adventure, Another Issue (Thanks for yesterday) > > > Once I got a newer version of DASM, I was all ready to go and everything > worked great and I thought I had all the labels added, But... > > It still looks to be accessing memory directly somewhere instead of using my > labels but for the life of me I can't find it.. I've been through the code > multiple times, line per line and can't find any place that would be giving > me problems. > > Here is what I do to test. > > I went to the graphic for the Sword and added an extra line of graphics in > the middle, to make it higher. Then I go clear to the end and there are > like 9 bytes that are labeled as "Unused", I remove one of them to keep my > program 4K. > > When I compile and run, the whole game is freaking out.. The issue seems > to be related to the dynamic backgrounds and not my sprites because they all > look fine and any changes I make to them are visible.. But the background > are pretty much all gone and it's just a garbled mess nearly impossible to > navigate. > > The version of the code I attached has all the lables and everything and > still compiles. Could someone check it out and see if I missed something > when adding lables or something.. There may be an assembler command that is > setting the high byte of my memory addresses and I'm just not picking it out > or something. > > Thanks, > Joel D. Park > > > > > -------------------------------------------------------------------------- -------------------- > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > > ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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