Search found 1499 matches

by Jubatian
Wed Aug 19, 2020 4:04 pm
Forum: Uzebox Emulator
Topic: CUzeBox - The new official Uzebox emulator
Replies: 271
Views: 422225

Re: CUzeBox - The new official Uzebox emulator

Artcfox wrote: Sat Jul 25, 2020 4:35 pm I'll give this a shot when I have access to a Windows machine.
Any news on this one? Still waiting for results before committing this change. Of course anyone else, please give it a go, whether it has any problem with sound.
by Jubatian
Wed Aug 19, 2020 4:01 pm
Forum: New to Uzebox? Start here!
Topic: Error compiling code
Replies: 31
Views: 40605

Re: Error compiling code

zigfreid wrote: Wed Aug 19, 2020 3:53 pmHello!
I fixed "Whack-a-Mole" by myself, but now i'm getting linker error in the "Zombienator":
This after applying the fix I mentioned earlier? Could you please check that and report how the games are affected? (Still waiting for it before committing)
by Jubatian
Wed Aug 19, 2020 3:59 pm
Forum: New to Uzebox? Start here!
Topic: Error compiling code
Replies: 31
Views: 40605

Re: Error compiling code

It appears that both the game and the kernel are defining global variables with the same name, which is undefined behavior. Without looking closely, I'm not sure if the intent of the game code was to declare those variables as extern and to have the game modify the variables defined in the kernel, ...
by Jubatian
Tue Aug 18, 2020 12:05 am
Forum: General Discussions
Topic: About game sizes
Replies: 5
Views: 8507

Re: About game sizes

Now, when you start using programmatic techniques to flash various parts of memory you really need to be careful of bugs. An RPG might have some amazing graphics by using a separate rom for every screen and doing a flash each time the character moves to another screen. That would not be a realistic...
by Jubatian
Mon Aug 17, 2020 4:28 pm
Forum: General Discussions
Topic: About game sizes
Replies: 5
Views: 8507

Re: About game sizes

We did attempt some designs where the Bootloader could be asked to flash further parts of the game to allow for more than 60K as a multi-part game, however it is not encouraged: there are only about 10000 writes the AVRs internal flash can endure. However in the current Bootloader, the feature exist...
by Jubatian
Mon Aug 17, 2020 4:20 pm
Forum: New to Uzebox? Start here!
Topic: Error compiling code
Replies: 31
Views: 40605

Re: Error compiling code

Could you try a compile removing the following line from Video Mode 2's source? https://github.com/Uzebox/uzebox/blob/master/kernel/videoMode2/videoMode2.c#L41 I don't even know how it is supposed to work with that line there as the structure is provided by the assembly source , so there indeed shou...
by Jubatian
Sun Aug 16, 2020 10:40 pm
Forum: New to Uzebox? Start here!
Topic: Error compiling code
Replies: 31
Views: 40605

Re: Error compiling code

Similar fix is working also for sokoban_move function. So your Could you explain please the rootcause of my problem? Many thanks. Did a bit of research as I don't use inline myself ("static" does the job, the compiler will sensibly inline it wherever possible). What seems to be the case i...
by Jubatian
Sun Aug 16, 2020 1:00 pm
Forum: New to Uzebox? Start here!
Topic: Error compiling code
Replies: 31
Views: 40605

Re: Error compiling code

Could you test this with your distro's packaged avr-gcc? This is a pretty new version of gcc, guessing you might have installed it yourself. I checked the code which gives you the error, I see nothing odd in it, the referenced functions exist in it, sokoban_move() certainly without any dubious const...
by Jubatian
Wed Aug 12, 2020 10:34 pm
Forum: Games & Demos
Topic: Tempest is possible
Replies: 669
Views: 267860

Re: Tempest is possible

I actually think that you ended up doing it with just 2 colors + transparent black. I'm pretty sure you can add 1 more color to each line for a dithering effect, but CunningFellow would know for sure. Thanks :) There are quite more than those three which use 3 colours, for example notably the botto...
by Jubatian
Wed Aug 12, 2020 7:45 pm
Forum: Games & Demos
Topic: Tempest is possible
Replies: 669
Views: 267860

Re: Tempest is possible

Did an attempt at it!
2000
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2000.png (1.26 KiB) Viewed 9319 times
Also attached palette in case you had difficulties properly porting it. Hope it fits! :) (All the three zeros use the same set of tiles, there are some opportunities to trim tile count beyond that, quite some tiles are the same)