Looking at optimizing mode3 I found a "memory waste" in the sprite structure. The tileIndex member was declared as an int instead of a char. That's a nice +32 bytes of RAM for a game like DonkeyKong. Now I'm wondering if that wasn't put there for some other game? Anybody recalls? If not, I fix this and commit.
LodeRunner fails to compile because of missing UserRamTiles set of functions (used for sprite curtains or something?).
Probably is also why LodeRunner is not in the top makefile.
Also in the makefile of the emuze save-file editor the KERNEL_DIR var needs to be changed from ../kernel to ../../../kernel
JRoatch wrote:
Also in the makefile of the emuze save-file editor the KERNEL_DIR var needs to be changed from ../kernel to ../../../kernel
Thanks.
I commited the fix for this one. It was also missing some const declarations and avr-size flags. I didn't add it to the main makefile because I didn't know if it's supposed to be there or not.
LodeRunner fails to compile because of missing UserRamTiles set of functions (used for sprite curtains or something?).
Probably is also why LodeRunner is not in the top makefile.
Essh, I know...Back then, I developed custom features on mode 3 to support the main title's scrolling background. But I deleted them before commiting a subsequent kernel update... It's on my todo to fix it.
I just realized that emuze and Atomix are broken . If anyone wants to take a look.
I'm almost sure emuze's crash is not related to my changes , I only consted PROGMEM arrays.
I just realized that emuze and Atomix are broken . If anyone wants to take a look.
I'm almost sure emuze's crash is not related to my changes , I only consted PROGMEM arrays.
Compiles and runs fine here. Just ran both on the hardware. Perhaps it's something related to the compiler version? I have 4.3.3 .
I have no idea, why is Atomix messed up, I'll look on it tommorow, maybe I've forgotten to commit something or so.
Earlier version used hacked kernel for measuring time, but now PostVsyncCallback is used, so this shouldn't be problem.
Maybe there's wrong font offset or font tiles totally missing.
I suspect something with linux or the version of GCC used by nebososo. Atomix works fine on my machine with the latest code from the trunk. Graphics are not messed up on the emulator or the hardware.