gtBASIC

Using, learning, programming and modding the Gigatron and anything related.
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wbushby
Posts: 208
Joined: 16 Jul 2021, 10:59

Re: gtBASIC

Post by wbushby »

Also I am finding that if I include this line

Sprites Draw, SORTY

I get an error:
Assembler::assemble() : 'testsprite.gasm:810' : invalid label/equate '_vtX'

This is the code:

_runtimePath_ "../runtime"
_runtimeStart_ &hFFFF
_arraysStart_ &hFFFF
_codeRomType_ ROMvX0

'audio fix for ROMv5a
poke &h21, peek(&h21) OR 3

const NUM_SPRITES = 1

DEF PX,PY

MODE 2
SET BG_COLOUR, 0
SET FG_COLOUR,63

CLS


LOAD SPRITE, Images/A.tga, 0

const xAddr = get("SPRITE_LUTS", 3)
const yAddr = get("SPRITE_LUTS", 5)

SPRITES INIT

poke &hB8, 0
sprites draw, SORTY

SPRITE SHOW, 0, 1
SPRITE MOVE, 0, 24, 24

REPEAT
WAIT
&FOREVER
at67
Site Admin
Posts: 647
Joined: 14 May 2018, 08:29

Re: gtBASIC

Post by at67 »

Here's a code example that works, with some explanations that follow.

Code: Select all

_runtimePath_ "../runtime"
_runtimeStart_ &hFFFF
_arraysStart_ &hFDFF
_codeRomType_ ROMvX0


MODE 2
SET BG_COLOUR, 0
SET FG_COLOUR,63

dim vtX%(119) = 0

load image, ../../res/image/juggler.tga

load sprite, ../../res/image/Digits/A.tga, 0
load sprite, ../../res/image/Digits/B.tga, 1

sprites init

x = 0
s = 1
repeat
    poke &hB8, 0
    sprites draw, SORTY

    sprite move, 0, x, 46
    sprite move, 1, 151-x, 66
    
    sprites restore, WAITVB
    
    x = x + s
    if (x>150) OR (x<0)
        s = -s
    endif
forever

There's a few bugs, caveats and issues to contend with here:

1) _arraysStart_ &hFDFF : you need to use &hFDFF instead of &hFFFF, this is a bug where if you don't free the STRINGWORKAREA it causes array issues in general and for sprites, (this may be the explanation for some of your array weirdness earlier in the thread). Use _arraysStart_ &hFDFF for the 64k RAM model if you are not freeing the string work area, (which it seems you are not).

2) dim vtX%(119) = 0 : you need to declare this array with this name as a temporary buffer for the sprite engine, why? Because a lot of ROMvX0 and it's gtBASIC support code is unfinished.

3) You can only use the SORTY option if there is at least two sprites, (logically it doesn't make sense to sort one anyway), if you do use SORTY with just one sprite, the code will crash, why? See the reason in 2)

You will most certainly find other weird and nasty issues as you are developing your apps/games, why? See the reason in 2). It's unfortunate that this is the current state of ROMvX0 and gtBASIC, but I was forced to release them prematurely, it is what it is I guess.
wbushby
Posts: 208
Joined: 16 Jul 2021, 10:59

Re: gtBASIC

Post by wbushby »

OK, no problem with that. Now that I understand I can work with it. It also explains an issue that just popped up yesterday with a string variable that was storing the Level name going blank.
at67
Site Admin
Posts: 647
Joined: 14 May 2018, 08:29

Re: gtBASIC

Post by at67 »

Here's a new code sample, the only difference is that the vtX array is now allocated at a fixed address, the reason _arraysStart_ had to be set to &hFDFF, is that vtX could cross a page boundary and for efficiency reasons the SPRITE routines expect buffers to be wholly contained within a page; here's the new code that now works with any value for _arraysStart_ .

Code: Select all

_runtimePath_ "../runtime"
_runtimeStart_ &hFFFF
_arraysStart_ &hFFFF
_codeRomType_ ROMvX0


MODE 2
SET BG_COLOUR, 0
SET FG_COLOUR,63

const vtX = &h0600
def byte(vtX, 0, 1, 120) = 0

load image, ../../res/image/juggler.tga

load sprite, ../../res/image/Digits/A.tga, 0
load sprite, ../../res/image/Digits/D.tga, 1

sprites init

x = 0
s = 1
repeat
    poke &hB8, 0
    sprites draw, SORTY

    sprite move, 0, x, 46
    sprite move, 1, 151-x, 66
    
    sprites restore, WAITVB
    
    x = x + s
    if (x>150) OR (x<0)
        s = -s
    endif
forever
You can see the only difference is that vtX is now firmly planted at 0x0600.
wbushby
Posts: 208
Joined: 16 Jul 2021, 10:59

Re: gtBASIC

Post by wbushby »

So with my experimentation I find the following issues with images and sprites

If I don't Load BLIT... from ID 0 and keep the numbering continuous there are issues with displaying the incorrect graphic

If I don't ID sprites from 0 and up they don't display on screen

If I have Load BLIT with ID 0,1,2 and Load SPRITE with ID 0,1,2 they get mixed up and cause a crash when I try and draw the screen

This is my code loading images into my game

PROC LoadImages

LOAD SPRITE, Images/Willy1.tga, 0
LOAD SPRITE, Images/Willy2.tga, 1
' LOAD SPRITE, Images/Willy3.tga, 2
' LOAD SPRITE, Images/Willy4.tga, 3
' LOAD SPRITE, Images/Willy5.tga, 4
' LOAD SPRITE, Images/Willy6.tga, 5

LOAD BLIT, Images/Life.tga, 0, NoFlip
LOAD BLIT, Images/CentralCavern/Floor.tga, 1, NoFlip
LOAD BLIT, Images/CentralCavern/CrumblingFloor.tga, 2, NoFlip
LOAD BLIT, Images/CentralCavern/Wall.tga, 3, NoFlip
LOAD BLIT, Images/CentralCavern/Conveyor.tga, 4, NoFlip
LOAD BLIT, Images/CentralCavern/Nasty1.tga, 5, NoFlip
LOAD BLIT, Images/CentralCavern/Nasty2.tga, 6, NoFlip
LOAD BLIT, Images/CentralCavern/Portal.tga, 7, NoFlip
LOAD BLIT, Images/CentralCavern/ItemOrange.tga, 8, NoFlip
LOAD BLIT, Images/CentralCavern/ItemYellow.tga, 9, NoFlip
LOAD BLIT, Images/CentralCavern/ItemPurple.tga, 10, NoFlip
LOAD BLIT, Images/CentralCavern/ItemGreen.tga, 11, NoFlip
LOAD BLIT, Images/CentralCavern/Guardian1.tga, 12, NoFlip
LOAD BLIT, Images/CentralCavern/Guardian2.tga, 13, NoFlip
LOAD BLIT, Images/CentralCavern/Guardian3.tga, 14, NoFlip
LOAD BLIT, Images/CentralCavern/Guardian4.tga, 15, NoFlip
LOAD BLIT, Images/CentralCavern/Guardian5.tga, 16, NoFlip
LOAD BLIT, Images/CentralCavern/Guardian6.tga, 17, NoFlip
LOAD BLIT, Images/CentralCavern/Guardian7.tga, 18, NoFlip
LOAD BLIT, Images/CentralCavern/Guardian8.tga, 19, NoFlip

LOAD BLIT, Images/Plynth.tga, 20, NoFlip
LOAD BLIT, Images/ColdRoom/Floor.tga, 21, NoFlip
LOAD BLIT, Images/ColdRoom/CrumblingFloor.tga, 22, NoFlip
LOAD BLIT, Images/ColdRoom/Wall.tga, 23, NoFlip
LOAD BLIT, Images/ColdRoom/Conveyor.tga, 24, NoFlip
LOAD BLIT, Images/ColdRoom/Nasty2.tga, 25, NoFlip
LOAD BLIT, Images/ColdRoom/Portal.tga, 26, NoFlip
LOAD BLIT, Images/ColdRoom/ItemBlue.tga, 27, NoFlip
LOAD BLIT, Images/ColdRoom/ItemYellow.tga, 28, NoFlip
LOAD BLIT, Images/ColdRoom/ItemPurple.tga, 29, NoFlip
LOAD BLIT, Images/ColdRoom/ItemGreen.tga, 30, NoFlip
' LOAD BLIT, Images/ColdRoom/Guardian1.tga, 31, NoFlip
' LOAD BLIT, Images/ColdRoom/Guardian2.tga, 32, NoFlip
' LOAD BLIT, Images/ColdRoom/Guardian3.tga, 33, NoFlip
' LOAD BLIT, Images/ColdRoom/Guardian4.tga, 34, NoFlip
' LOAD BLIT, Images/ColdRoom/Guardian5.tga, 35, NoFlip
' LOAD BLIT, Images/ColdRoom/Guardian6.tga, 36, NoFlip
' LOAD BLIT, Images/ColdRoom/Guardian7.tga, 37, NoFlip
' LOAD BLIT, Images/ColdRoom/Guardian8.tga, 38, NoFlip

ENDPROC
at67
Site Admin
Posts: 647
Joined: 14 May 2018, 08:29

Re: gtBASIC

Post by at67 »

*Edit* I'm looking at the code and can't actually find an issue, as long as the sprite and blit id's start at 0 and increase monotonically/consecutively, then it all seems to work, here's some example code that works.

Code: Select all

_runtimePath_ "../runtime"
_runtimeStart_ &hFFFF
_arraysStart_ &hFFFF
_codeRomType_ ROMvX0


MODE 2
SET BG_COLOUR, 0
SET FG_COLOUR,63

const vtX = &h0600
def byte(vtX, 0, 1, 120) = 0

load image, ../../res/image/juggler.tga

load blit, ../../res/image/Turrican.tga, 0
load blit, ../../res/image/at67.tga, 1
load blit, ../../res/image/Invader/Barrier.tga, 2
load blit, ../../res/image/Invader/Saucer.tga, 3
load blit, ../../res/image/Invader/Player.tga, 4
load blit, ../../res/image/Invader/Six.tga, 5
load blit, ../../res/image/Invader/Three.tga, 6

load sprite, ../../res/image/Digits/A.tga, 0
load sprite, ../../res/image/Digits/D.tga, 1
load sprite, ../../res/image/Digits/zero.tga, 2
load sprite, ../../res/image/Digits/one.tga, 3

blit noFlip, 1,  0,  0
blit noFlip, 2, 10, 50
blit noFlip, 3, 30, 10
blit noFlip, 4, 40, 70
blit noFlip, 5, 60, 100
blit noFlip, 6, 80, 30

sprites init

x = 0
s = 1
repeat
    poke &hB8, 0
    sprites draw', SORTY

    blit noFlip, 0, 60, 50
    
    sprite move, 0, x, 26
    sprite move, 1, x, 46
    sprite move, 2, 151-x, 66
    sprite move, 3, 151-x, 86

    x = x + s
    if (x>150) OR (x<0)
        s = -s
    endif
    
    sprites restore, WAITVB
forever
I'll keep looking.
wbushby
Posts: 208
Joined: 16 Jul 2021, 10:59

Re: gtBASIC

Post by wbushby »

Then the issue must be something else manifesting itself in the images. I am going to try removing significant parts of the program such as the music and see if it starts working.
wbushby
Posts: 208
Joined: 16 Jul 2021, 10:59

Re: gtBASIC

Post by wbushby »

OK, it seems the problem was the sprites draw, SORTY statement. When I removed the SORTY it started working

I have an issue with the positioning of the sprite. If I use:

POKE &hB8,0
SPRITES DRAW
SPRITE MOVE, 1, PX, PY (PX=16, PY=88)

SPRITES RESTORE, WAITVB

Then Sprite 0 displays in position 0,0

If I use:
POKE &hB8,0
SPRITES DRAW
SPRITE MOVE, 1, PX, PY

SPRITES RESTORE, WAITVB

SPRITES DRAW
SPRITE MOVE, 1, PX, PY

Then Sprite 0 displays in position 0,0 AND Sprite 1 displays in position PX,PY

What do these 2 statements do ?

POKE &hB8,0
SPRITES RESTORE, WAITVB
at67
Site Admin
Posts: 647
Joined: 14 May 2018, 08:29

Re: gtBASIC

Post by at67 »

wbushby wrote: 20 Jan 2023, 08:56 OK, it seems the problem was the sprites draw, SORTY statement. When I removed the SORTY it started working
This doesn't make a lot of sense, but lets put it aside for now.
wbushby wrote: 20 Jan 2023, 08:56 POKE &hB8,0
SPRITES RESTORE, WAITVB
The first makes sure that the SPRITES DRAW command does an XOR with 0, without it all your sprite colours will be messed up.

The second restores the backgrounds that were saved as part of the SPRITES DRAW command.

What this means is that you should only have one of each of these three per render loop/frame.

Code: Select all

repeat
	' colour effects for SPRITES DRAW, 0 means no effect
	POKE &hB8,0
	
	' draws ALL sprites
	SPRITES DRAW
	
	' do updates/moves/animation/etc here
	gosub doUpdates
	
	' restores backgrounds for ALL sprites
	SPRITES RESTORE, WAITVB
forever
If you have multiple of any of these 3 commands in one render loop, then strange things will happen.

If you want to only draw some of the sprites, then you use SPRITE SHOW, <id>, <0/1>, SPRITES DRAW and SPRITES RESTORE are smart enough to skip any sprites that are hidden/disabled.
wbushby
Posts: 208
Joined: 16 Jul 2021, 10:59

Re: gtBASIC

Post by wbushby »

I am not sure what happened. I had the sprites looking OK in a basic one step display. Then I moved the display code to my game loop, all tidied up and this is the result.

I am hoping this looks familiar to you and you can point me in the right direction.

The sprite (white) on the upper left starts to draw then goes random after a few lines. It's placement is also incorrect.
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