Page 6 of 6

Posted: Tue 15 Mar, 2005 3:01 am
by MetalHead25
Its seems to be pretty slow, but looks much better now

Posted: Thu 17 Mar, 2005 2:02 am
by Shadow Phoenix
Image
Fuzzy, still crashes.
http://tifreaks.8.forumer.com/viewtopic.php?t=8 if you wanna help =D

Posted: Thu 17 Mar, 2005 3:51 am
by tr1p1ea
I noticed that your sprites go off the screen, but in your code i only saw that you use gsPutSprite. Have you changed this routine to support clipping? If not that could cause problems for you.

Posted: Thu 17 Mar, 2005 11:19 am
by CalcKing
mmmm.... shooting up your own RAM by sending enemies flying through it. :roll:

Posted: Thu 17 Mar, 2005 1:48 pm
by dysfunction
At least it now runs at a somewhat reasonable speed. Looks nice so far :)

Posted: Thu 17 Mar, 2005 2:44 pm
by Shadow Phoenix
well, the sprite clipping isnt a problem, i changed it...but still crahes on exit.
I suspect stack problems...

Posted: Fri 18 Mar, 2005 2:11 am
by Shadow Phoenix
YESSSSS I DID IT!!!!!!!
I FOUND THE MISTAKE!!!!!!!!
I HAD JP DRAWS AND DRAWS DID NOT HAD RET ANT THE END OF IT NOW I FIXED IT AND IT WORKS PERFECTLY!!!!
THANK YOU EVERYBODY!!!!

Posted: Fri 18 Mar, 2005 6:45 am
by tr1p1ea
Heh good work. Always nice to fix trouble making bugs :).

Posted: Fri 18 Mar, 2005 1:36 pm
by kalan_vod
just look at ur code and im no expert, but why dont you use direct input? they key ports thing

Posted: Fri 18 Mar, 2005 4:34 pm
by Shadow Phoenix
well, I HVAE to use DI, since I want for my ship to fly not only at 8 directions but a lso to recognize the @nd button being pressesd while otheres a re pressed

Posted: Sun 20 Mar, 2005 10:46 pm
by tr1p1ea
You can use direct input with the interrupts disabled. Its the other routines that need the IM 1 routine.