Comments

Log in with itch.io to leave a comment.

Thanks I'll take a look, I did fix some of this stuff before, but I think there was some where it still came up. From what I remember it is just graphical and not impacting on gameplay.

Yup...   just graphical. 
The missing pixels on your intro screen when running with BackBit (on a 2MHz machine) is also graphical, looks a bit sad though. 
What routine are you using, what's the delay after sending graphics data to ports? I imagine it could be what causes it. It's just the image, game is fine. 

2048-F8 and 3REES from Arlasoft has a similar problem with the BackBit - these work fine from Videocart-29 though... It could be an early version that was later corrected, don't know.  ;)

Thanks, I actually have a new console coming in the post, so I might be able to test the games again on a real console, however I'm a bit reluctant to use the backbit again, I'll have to see what the condition of the console is and hoping it works!


Intro screen I think is just using the four colour screen code for images on veswiki, but I would need to double check. I don't think I've done anything special with that code.

The new adapter for BackBit is pretty good, better with top removed. But there should be a more videocart-like version.

(1 edit)

I checked the code - yes it's according to the wiki code. Odd that this hasn't happened before... 
I will need to check what delay is needed to work on the 2MHz machines. 

I imagine as little as a change to 2 instead of 1 might solve it but I'd have to test to be sure.

lis 1 ; Small delay
.multiblitSavePixelDelay:
ai $ff
bnz .multiblitSavePixelDelay ; loop if not 0 (small delay)


I got development firmware from Evie for the BackBit to solve some issues, let me know if you need it. 
You can twist to jump 5 pages, menu covers more of the screen and the XDC opcode is fixed so everything using the Sleisza sound routine won't crash anymore. 

EDIT: 
Tried changing "lis 1" to "lis 2" in the multiblit-routine - solved the problem. I have updated the wiki-page.

Noticed a gfx bug, if a blue arm is extended and red punches, the "rest" graphics is plotted on top - blue player gets a big bump on the extended arm.