I've added the Pac automove feature to make it more like the actual game, but
now the controls are sluggish. Possible an issue from my improvised timing routine?
i:=0
repeat until i == 200
sound.tick
waitcnt( cnt + 80_000_000/ 50 )
i++
With this
repeat i from 0 to 200
sound.tick
waitcnt( cnt + 80_000_000/ 50 )
I will have a look at what's causing the slowdown.
I know that the .tick method doesn't take more than maximum 20% of the cycles per frame... usually it takes 5-10%
@Karl,
I tried the code on a "Hydra-like" setup that I put together and did not experience the unstable background. You might try some of the other Hydra games and see if you experience the same problem. If not, then I will see if there is something that I am otherwise missing.
Has anyone else with a Hydra experienced any sort of display problems running OBC's most recent code?
@trodoss,
I don't have a Hydra, but it's a hydra like setup, it's a cross of a hybrid and a hydra
10 Mhz crystal
NES control pin 3-6
Sound pin 7
SD card pins 8-11
Keyboard / Mouse pins 12-15
VGA pins 16-23
Video pins 24-26
I have no video problems with·any of the other hydra games
If you could, give this version of MSPacman a try on your setup.· I think·(hopefully) the display problems are taken care of for Hydra/Hydra-like setups.
@OBC,
The code has the old 'configuration block' in it, and no longer has the HWDetect.· Also, I took out the first 'text.UpdateScreen,' which should help with the gamepad performance.
When I can get the correct hardware (crystal) I plan on testing the Hybrid setup as well to ensure it works correctly with the driver.
@OBC,
I have a driver almost done that will work, and I am working on modding the FontGenerator to output 4-color graphics. Should work well for what you want. Hope to have it posted tomorrow.
I haven't had a chance to work on FontGenerator, however I thought I would post the modified code for you to look at.
There are two (minor) differences:
The PokeChar method now allows you to specify 3 colors (the background color - black, is #1 (0) right now).·
The font characters will have to be inverted.· I might be able to code around this, and invert the characters (as the old AIGeneric driver did), but they are now WORD rather than BYTE entries, and have not had the time.
Comments
Here's 008..
I've added the Pac automove feature to make it more like the actual game, but
now the controls are sluggish. Possible an issue from my improvised timing routine?
OBC
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You can exchange this
With this
I will have a look at what's causing the slowdown.
I know that the .tick method doesn't take more than maximum 20% of the cycles per frame... usually it takes 5-10%
I tried the code on a "Hydra-like" setup that I put together and did not experience the unstable background. You might try some of the other Hydra games and see if you experience the same problem. If not, then I will see if there is something that I am otherwise missing.
Has anyone else with a Hydra experienced any sort of display problems running OBC's most recent code?
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Game(s) Mythic Flight
Utilities Font Editors (AIGeneric, Potato_Text, etc.)
I don't have a Hydra, but it's a hydra like setup, it's a cross of a hybrid and a hydra
10 Mhz crystal
NES control pin 3-6
Sound pin 7
SD card pins 8-11
Keyboard / Mouse pins 12-15
VGA pins 16-23
Video pins 24-26
I have no video problems with·any of the other hydra games
I finally figured out what the issue is with the TV driver, and will start to rewrite it so it will work better.
OBC, It will be functionally similar to the one you are using now, however it might be missing things like HWDetect in the short term.
--trodoss
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Game(s) Mythic Flight
Utilities Font Editors (AIGeneric, Potato_Text, etc.)
If you could, give this version of MSPacman a try on your setup.· I think·(hopefully) the display problems are taken care of for Hydra/Hydra-like setups.
@OBC,
The code has the old 'configuration block' in it, and no longer has the HWDetect.· Also, I took out the first 'text.UpdateScreen,' which should help with the gamepad performance.
When I can get the correct hardware (crystal) I plan on testing the Hybrid setup as well to ensure it works correctly with the driver.
Thanks!
--trodoss
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Game(s) Mythic Flight
Utilities Font Editors (AIGeneric, Potato_Text, etc.)
The display works perfectly now
Great to hear that! Now on to other issues...
Thanks for your help!
--trodoss
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Game(s) Mythic Flight
Utilities Font Editors (AIGeneric, Potato_Text, etc.)
Are you working on other projects, or are you stuck somewhere on MSPacman, that someone might be able to help?
--trodoss
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Game(s) Mythic Flight
Utilities Font Editors (AIGeneric, Potato_Text, etc.)
OBC
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Is a 4-color driver possibly what you are after for this game?
That should just be a matter of some changes to the code in order to get an 8x8 4-color (paletted) driver.
It would also take a 'modified' character generator (so that 4-color graphics could be generated), but might be worth it in the long run.
Yea/Nay?
--trodoss
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Game(s) Mythic Flight
Utilities Font Editors (AIGeneric, Potato_Text, etc.)
OBC
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
New to the Propeller?
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I have a driver almost done that will work, and I am working on modding the FontGenerator to output 4-color graphics. Should work well for what you want. Hope to have it posted tomorrow.
--trodoss
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Game(s) Mythic Flight
Utilities Font Editors (AIGeneric, Potato_Text, etc.)
There are two (minor) differences:
The PokeChar method now allows you to specify 3 colors (the background color - black, is #1 (0) right now).·
The font characters will have to be inverted.· I might be able to code around this, and invert the characters (as the old AIGeneric driver did), but they are now WORD rather than BYTE entries, and have not had the time.
--trodoss
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Game(s) Mythic Flight
Utilities Font Editors (AIGeneric, Potato_Text, etc.)
OBC
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Some horizontal and verticle scrolling ability and I think we'll have a very nice,
and very easy to use game driver!
OBC
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I see there is a limitation to this driver..
I attempted to push it up to 40 columns and started smearing colors.
Have you been able to push this any larger than 22 columns on your end?
OBC
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