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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?