&MOVE (CSBwin)
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- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
What are you doing, moving a missile? I'm suprised you
are not trying to move a Zo Spell from a Chest in some
Screamer's back pocket to your Quiver. Gad. What
will you think of next?
At any rate, it is too much of a pain to set up a test
of such a thing. Can you send me a dungeon and
instructions to make it happen?
are not trying to move a Zo Spell from a Chest in some
Screamer's back pocket to your Quiver. Gad. What
will you think of next?
At any rate, it is too much of a pain to set up a test
of such a thing. Can you send me a dungeon and
instructions to make it happen?
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
9.8v53CGE10 attempts to fix this. But I cannot
test it because now your DSA dies with a stack underflow.
I am not sure what you are doing here. If you are
attempting to cycle the palette then this is an exceedingly
inefficient (albeit clever) way of getting it done.
A palette-modifying overlay would accomplish the whole
effect with a single word. Moreover, you would have
control of all of the colors with 16-bit color resolution.
Each palette-modifying overlay would have only 1K bytes
(16 bits for each of 512 colors). And you could fade the
palettes in and out.
test it because now your DSA dies with a stack underflow.
I am not sure what you are doing here. If you are
attempting to cycle the palette then this is an exceedingly
inefficient (albeit clever) way of getting it done.
A palette-modifying overlay would accomplish the whole
effect with a single word. Moreover, you would have
control of all of the colors with 16-bit color resolution.
Each palette-modifying overlay would have only 1K bytes
(16 bits for each of 512 colors). And you could fade the
palettes in and out.
I don't how to use overlays this way. Could you provide an example?
I think I get the same error when &moving a cloud.
Also, the stack underflow error is weird. I think it is due to the fact that I &moved a monster into the cell of a missile: the monster lost some hitpoints and the DSA got interrupted by a call to a monster movement filter. When CSBwin returned to the previous DSA execution, the stack was lost.
I think I get the same error when &moving a cloud.
Also, the stack underflow error is weird. I think it is due to the fact that I &moved a monster into the cell of a missile: the monster lost some hitpoints and the DSA got interrupted by a call to a monster movement filter. When CSBwin returned to the previous DSA execution, the stack was lost.
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Ouch. If so, that will not be fun to fix. Do you have an example?DSA got interrupted by a call to a monster movement filter
Neither do I. It has never been implemented. But I haveI don't how to use overlays this way
always had it in the back of my head.
You would create a 512-word Overlay. Each word tells the
16-bit color to use for the corresponding Atari color. Then
your DSA would say something like
"Apply palette overlay with 50 percent". The existing palette
overlay would be updated to 50 percent old and 50 percent new.
Doing it twice would cause a 25 percent old/75 percent new.
Then 12/87. etc. Specifying a null overlay would reset
the palette overaly to the original Atari colors (identity palette).
For the example, the last savegame should do it: throw something at the worms. (that's what i understood from the trace)
Overlays: this is very interesting. So I could, for example, transform everything into an infravision mode? Besides, since there are more or less only 30 colors used in DM, most of the 512 words would be empty, right?
Overlays: this is very interesting. So I could, for example, transform everything into an infravision mode? Besides, since there are more or less only 30 colors used in DM, most of the 512 words would be empty, right?
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I made the DSA code reentrant. I think it must be this
way. It means that your DSA can cause another DSA
to start up and finish. Two (or more) DSAs can be running
at the same time. One DSA might put a coin on the floor
and expect it to stay there. But then if it &MOVEs a monster
and the monster lands on a pressure pad and the pressure pad
activates a teleporter and the teleporter moves the
coin then it will seem the coin mysteriously disappeared.
Or you might put a coint in the backpack and another
DSA would take it out. Onlu the 'filter' DSAs can interrupt
like this and probably only the monster movement filter.
way. It means that your DSA can cause another DSA
to start up and finish. Two (or more) DSAs can be running
at the same time. One DSA might put a coin on the floor
and expect it to stay there. But then if it &MOVEs a monster
and the monster lands on a pressure pad and the pressure pad
activates a teleporter and the teleporter moves the
coin then it will seem the coin mysteriously disappeared.
Or you might put a coint in the backpack and another
DSA would take it out. Onlu the 'filter' DSAs can interrupt
like this and probably only the monster movement filter.
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I posted:
http://dianneandpaul.net/CSBwin/OverlayDemo.zip
It domonstrates the use of an Overlay Palette.
If you resurrect a champion and avoid the pressure
pad that turns on the water overlay then the effect
of the Overlay Palette is more obvious.
http://dianneandpaul.net/CSBwin/OverlayDemo.zip
It domonstrates the use of an Overlay Palette.
If you resurrect a champion and avoid the pressure
pad that turns on the water overlay then the effect
of the Overlay Palette is more obvious.
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
The Atari palette consists of RGB in 3-bit fields.
(A lie...but better for our purpose)
Bits 0-2 B
Bits 3-5 G
Bits 6-8 R
So the Overlay palette has
[0] ; R=0,G=0,B=0.
[1] ; R=0,G=0,B=1
. . .
[511] R=7, G=7, B=7
The entries in the Overlay Palette have three five-bit
fields in the same order.
OverlayDemo.zip now has an IdentityPalette.bin
(A lie...but better for our purpose)
Bits 0-2 B
Bits 3-5 G
Bits 6-8 R
So the Overlay palette has
[0] ; R=0,G=0,B=0.
[1] ; R=0,G=0,B=1
. . .
[511] R=7, G=7, B=7
The entries in the Overlay Palette have three five-bit
fields in the same order.
OverlayDemo.zip now has an IdentityPalette.bin
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA