Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
BiFrost Multicolour engine.
#29
slenkar Wrote:it also loaded bifrost* which is the engine correct?
Correct.


slenkar Wrote:
Code:
POKE Uinteger 48500, @MyUdgBlock
This line is wrong. If you want to set the address of your tile images, try this:
Code:
BIFROSTresetTileImages(@MyUdgBlock)

slenkar Wrote:it looks like this:
[Image: O2Bgr.png]
which weird because I didnt put any tiles on the screen in my code
But you didn't clear the tile map either, thus the engine is rendering whatever garbage was left there when your program starts.

slenkar Wrote:but anyway, when I press a key the tiles change correctly,
but they dont look any different,
it seems my POKE didnt make any difference
It's due to your incorrect POKE I mentioned above.

slenkar Wrote:doing this seems to work:
Code:
POKE Uinteger 48500,1
POKE Uinteger 48501,2
POKE Uinteger 48502,3
POKE Uinteger 48503,4
POKE Uinteger 48504,5
POKE Uinteger 48505,6
POKE Uinteger 48506,7
POKE Uinteger 48507,8
POKE Uinteger 48508,9
POKE Uinteger 48509,1
POKE Uinteger 48510,2
POKE Uinteger 48511,3
POKE Uinteger 48512,4
POKE Uinteger 48513,5
POKE Uinteger 48514,6
POKE Uinteger 48515,7
POKE Uinteger 48516,8
POKE Uinteger 48517,9
You should not use Uinteger in this case, besides this is not a good way to do it anyway.


slenkar Wrote:is there a better way of inputting the data?
Either use BIFROSTresetTileImages(@MyUdgBlock) as I mentioned above, or save the tiles separately on tape replacing the original "TILES" block.
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 3 Guest(s)