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BiFrost Multicolour engine. - Printable Version +- Forum (https://www.boriel.com/forum) +-- Forum: Compilers and Computer Languages (https://www.boriel.com/forum/forumdisplay.php?fid=12) +--- Forum: ZX Basic Compiler (https://www.boriel.com/forum/forumdisplay.php?fid=11) +--- Thread: BiFrost Multicolour engine. (/showthread.php?tid=441) |
Re: BiFrost Multicolour engine. - einar - 07-25-2012 slenkar Wrote:thanksYou are welcome! Re: BiFrost Multicolour engine. - slenkar - 07-25-2012 ok I tried this code: Code: #include "bifrost.bas" but the jester sprite doesnt look any different Re: BiFrost Multicolour engine. - einar - 07-25-2012 slenkar Wrote:but the jester sprite doesnt look any differentPlease download all BIFROST* files (and library) again. There was an error in BIFROSTresetTileImages that I fixed last night, this should solve your problem. Re: BiFrost Multicolour engine. - slenkar - 07-25-2012 is it still randomize usr 32768? the game doesnt start when I load the tape anymore Re: BiFrost Multicolour engine. - einar - 07-25-2012 slenkar Wrote:is it still randomize usr 32768?Yes. slenkar Wrote:the game doesnt start when I load the tape anymoreI just compiled and executed your latest program above using all files from "BIFROSTENGINEV1.2L_BorielZXBasicInterface.zip" and it worked as expected. It shows weird images in the multicolor area, but it's just because the tile images data you declared are not a real image. Then I repeated all this process using "BIFROSTENGINEV1.2H_BorielZXBasicInterface.zip" and the result was exactly the same. Perhaps you are compiling your program with one version but trying to run it using another? Re: BiFrost Multicolour engine. - slenkar - 07-27-2012 I still cant get it to work, did you upload the right files? I attached the snapshot I made after I entered the code for the loader Re: BiFrost Multicolour engine. - einar - 07-27-2012 slenkar Wrote:I attached the snapshot I made after I entered the code for the loaderThis snapshot doesn't have anything loaded on memory. Neither BIFROST*, tiles, or any ZX BASIC program. There's just the loader program, nothing else. Try this: delete line 50 from the loader, then run it. It will load everything in memory without executing. Afterwards, take another snapshot and put it here, so I can analyze it and find out what's wrong. Or perhaps you better describe exactly what you are doing, step by step, so I can identify what you are doing wrong. Re: BiFrost Multicolour engine. - slenkar - 07-27-2012 ok I load the snapshot, then I press RUN Then I insert the tape bifrost_l.tzx or bifrostdem.tzx (both have the same result) then it loads tiles, bifrost engine and bifrostdem then..nothing else happens Re: BiFrost Multicolour engine. - einar - 07-28-2012 slenkar Wrote:ok I load the snapshot, then I press RUN Ah! Once I knew the exact problem you had, it was easy to solve it! The problem is that you typed invalid (hidden) characters between T and * in the word "BIFROST*". Fix it and it will work. BTW you are not supposed to have a file called "bifrostdem.tzx". The file inside package "BIFROSTENGINEV1.2L_BorielZXBasicInterface.zip" is called "bifrostdem_L.tzx". Are you sure you downloaded the latest version? Re: BiFrost Multicolour engine. - slenkar - 07-28-2012 Argh! Quote:The problem is that you typed invalid (hidden) characters between T and * in the word "BIFROST*". Fix it and it will work. thanks Re: BiFrost Multicolour engine. - slenkar - 07-28-2012 small problem: When I change the position of the tiles to my UDG block the program says OK at the bottom like its finished and then when I press a button I am typing in basic commands, Code: #include "bifrost.bas" this doesnt happen when I do the POKE commands to make sprites Trying to poke some values for a static sprite: Code: #include "bifrost.bas" but none of the sprites look different also how do you convert ink,paper,bright,flash into a byte? so far im doing this... ink value e.g. 011 plus paper value e.g.111 plus bright 1 or 0 plus flash 1 or 0 it doesnt seem to work by binary to int function must be right because it works for the bitmaps Re: BiFrost Multicolour engine. - einar - 07-28-2012 I have no idea what you are trying to do in the first program. In particular, notice each tile image takes 64 bytes, but you only defined 24 bytes, thus everything else is filled with garbage. In your second program, replace this line: Code: pokepos=48500+(BIFROSTSTATIC*64) Code: pokepos=48500 Re: BiFrost Multicolour engine. - einar - 07-28-2012 slenkar Wrote:also how do you convert ink,paper,bright,flash into a byte?This line below is a copy/paste from "bifrost.bas": Code: ' attr: attribute value (0-255), INK+8*PAPER+64*BRIGHT+128*FLASH Re: BiFrost Multicolour engine. - slenkar - 07-29-2012 Quote:I have no idea what you are trying to do in the first program. In particular, notice each tile image takes 64 bytes, but you only defined 24 bytes, thus everything else is filled with garbage. the program shouldnt end though should it? No matter what bytes are beyond those first 24 einar Wrote:In your second program, replace this line: Im trying to poke some values into a static sprite, pokepos=48500+(BIFROSTSTATIC*64) was my attempt to work out what address to poke to for the first static sprite 64 (bytes per sprite) multiplied by where the static sprites start (128) Re: BiFrost Multicolour engine. - slenkar - 07-29-2012 thanks to you giving me the color algorithm I finished the editor SPACE to save <!-- m --><a class="postlink" href="http://slenkar.herobo.com/brofist/brofist.html">http://slenkar.herobo.com/brofist/brofist.html</a><!-- m --> ![]() |