New demo uploaded: Pirate Kingdoms

All aspects of programming on the Commander X16.
rje
Posts: 1263
Joined: Mon Apr 27, 2020 10:00 pm
Location: Dallas Area

New demo uploaded: Pirate Kingdoms

Post by rje »



On 1/26/2022 at 9:36 AM, SlithyMatt said:




Mainly, you need to make sure you are doing the scrolling during VBLANK by putting it at the beginning of your VSYNC interrupt routine. That should clean it up a lot.



It doesn't work.  By that I mean it DOES work, but C is so slow it reduces the game to a crawl.

The function I tried using is called waitvsync(), strangely enough.  Standard with cc65's <cbm.h>.

rje
Posts: 1263
Joined: Mon Apr 27, 2020 10:00 pm
Location: Dallas Area

New demo uploaded: Pirate Kingdoms

Post by rje »



On 1/28/2022 at 10:10 PM, ZeroByte said:




I forget exactly every step I did in Flappy Bird, but it does IRQ handling in C.



Basically, I made a #define that makes the IRQ vector in RAM ($030-something)  so it looks like a variable, and then I did an inline assembly to SEI, then IRQ_VECTOR = &irq_handler;



Something akin to that.



THAT might work.  Better than waitvsync() anyhow.

rje
Posts: 1263
Joined: Mon Apr 27, 2020 10:00 pm
Location: Dallas Area

New demo uploaded: Pirate Kingdoms

Post by rje »


I'm impatient now though, and I want to get on with writing some playable content to the game.

 

Ed Minchau
Posts: 508
Joined: Sat Jul 11, 2020 3:30 pm

New demo uploaded: Pirate Kingdoms

Post by Ed Minchau »


Got any images to show?

Post Reply