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New demo uploaded: Pirate Kingdoms
Posted: Fri Feb 25, 2022 4:52 am
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>.
New demo uploaded: Pirate Kingdoms
Posted: Fri Feb 25, 2022 4:53 am
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.
New demo uploaded: Pirate Kingdoms
Posted: Fri Feb 25, 2022 4:53 am
by rje
I'm impatient now though, and I want to get on with writing some playable content to the game.
New demo uploaded: Pirate Kingdoms
Posted: Fri Feb 25, 2022 6:24 am
by Ed Minchau
Got any images to show?