Started by zmaster18, August 20, 2015, 01:47:15 pm
5 CLS10 FOR I=0 TO 30015 IF I MOD 3 = 0 THEN PAUSE 120 POKE &H2007, &HCD30 NEXT150 A=0200 REM PAUSE 1250 POKE &H2005,0300 POKE &H2005,A500 A=A+1600 IF A>239 THEN A=0650 GOTO 200
SCREEN 0PRINT"THIS IS SCREEN 0"SCREEN 1PRINT"THIS IS SCREEN 1"
10 A=020 PAUSE 130 POKE &H2005,A40 POKE &H2005,050 A=A+160 IF A>255 THEN SCREEN 170 GOTO 20
Quote from: P on August 20, 2015, 04:05:51 pmI've seen lots of those NND compilations but I don't remember any of them scrolling. Do you remember which one it is?I'm not sure how to do it in assembly though. V3 seems to use SCREEN to switch between the two nametables. Syntax is:SCREEN display,activewhere "display" is screen number (0 or 1) used to choose which screen to display and "active" is which screen (0 or 1 again) the cursor is placed on (you can type stuff on the screen you can't see). If you get stuck you can press CTR+D to restore both to screen 0.But the question is if V3 keeps it's scroll position buffered somewhere in memory so it can be controlled at will. Else it will keep resetting the scroll position to the beginning of either screen 0 or 1 every frame. Also scroll position must be set in a vertical blanking.
Quote from: P on August 26, 2015, 10:24:40 amSo the classic speed vs space problem? If it affects gameplay it sounds better with the speed solution, but you say the user needs to reload it from tape so the first option is much better even if gameplay is a bit slower.