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Ender

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  1. I thought I'd seen something about how collision detection in Sonic worked, and looked around some and came across this. Looks like it could be interesting to you: https://info.sonicretro.org/Sonic_Physics_Guide In particular, https://info.sonicretro.org/SPG:Solid_Tiles and https://info.sonicretro.org/SPG:Slope_Physics
    Whoa. This makes me want to see the whole game for the X16 haha.
  2. Yup, I was relieved to see that. I was about to say I'm still a little skeptical that that's actually what he meant based on the wording in the screenshot that's been circulating, but I did some searching on the Facebook group just now, and apparently they've come to the same conclusion, and I'm sure they would have been corrected by David or Frank there if it wasn't true (since they both seem to regularly post there). Don't get me wrong, the X8 does sound cool, and I would probably buy one at some point, but I'd just feel better if the X16 came out first.
  3. Most people have shrugged it off, but I still worry about having two incompatible systems out there, competing for software development resources, especially if the X8 comes out first. I'd much rather have a X16 FPGA solution come out first instead. It would be fine if the X8 were to release eventually (although once the X16 comes out I don't really see the point), once the X16 software ecosystem has matured a bit.
  4. If you look at the source code of VPOKE, all it does is put the first argument in to $9f22, the second argument into $9f20 and $9f21, and the third argument in to $9f23. So yes, you can use VPOKE to set the increment, and arguably it's faster than doing three POKEs to set up the address, since you're parsing and executing two less BASIC commands.
  5. If you're using the initial VPOKE just to set up the address, that won't work since it will increment on that write as well, and it will end up starting at P+1 on the next line. You need to start at P-1 (assuming that it's ok to put a 0 there), or somehow VPOKE only on the first actual data write that you do.
  6. The bank number comes before the address. Like "m 1A000"
  7. Oh no, our upvote score is gone! Now we're all ranked "newbies".
  8. Correct me if I'm wrong, but you have SPRITE_64_BY_64 set to 196+48, which is 244, which I believe is 0b11110100 in binary. This results in a palette offset of 0b0100. I'm guessing that's not what you want since your palette_offset is 0. I think what you want is 240 for the dimensions.
  9. Right, but the bug is that it will always use the first two bytes of the file for the address, so if it's 0, it will try to load it to 0. Only if you're using an SD card image though.
  10. From what I can tell, it just uses the kernel LOAD function to do the loading. Are you on R38 and using an SD card image per chance? That has a bug where it ignores the address passed in and always uses the header for the address.
  11. I've currently got a Cooler Master Masterkeys MK750 with Cherry MX brown switches. I'm pretty satisfied with it, it's my first mechanical keyboard. I was kind of afraid to get keys that were too loud, but after having some experience with a mechanical keyboard and watching a bunch of videos on blue keys I kind of want to try buying some blue keys for it and see how I like it.
  12. You can see VRAM with the "v" command. Like "v 10000". It hasn't been added to the documentation yet, probably because it originally came from a pull request.
  13. Have you tried actually using the emulator debugger to look at what's in VRAM? Sounds like that could be helpful to you.
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