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192 pixels high JSW64 title screen


Jet Set Willie

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Hi! 🙂 


I have just finished all three attribute animated title screens for the Mansion game, needing just slight alterations for possibly more attribute animations. When I started to test them on the emulator, I just found out I had forgotten one important thing. That the title screen images are NOT 192 pixels high! 😞 

I had made a very good screen what will show in just one screen what there will be happening in the game, luring the players to the theme 🙂 so it´s not a nice surprise to find out I had made such a mistake with the size! 

Is it possible to hack the game somehow to make it show 192 pixels high title screens? Even just ONE screen as long as it´s 192 pixels high, ie even without attributes animation? Perhaps it could be possible to have the top 2/3 thirds to be animated when having 192 pixels high title screen? 

I do understand that the fixed title screen message and the scrolling message will need to be there. Perhaps the scrolling message could be shown over the title screen and then be hidden again after the scrolling has been ended? I can leave off the fixed title screen message and the scrolling message, though, if that could make it possible to have the 192 pixels high title screen, even without attribute animation.

I wouldn´t ask this otherwise, but I like my title screen very much, I think you will like it, too.

I could of course use the full 192 pixels screen as an additional loading screen and then use just the partial of that screen as the title screen, but I don´t like that idea as the players will miss a lot then. And the partial title screen is the partial title screen what misses 1/3 of the picture. 😞 That title screen was meant to be one of the highlights of the whole game! Sure, this might be too much work, but at least I can ask if it´s possible somehow. 

 

Regards,

Willie

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If you don't need the title screen 'as is' you could simply remove the code for it and then (having stored it elsewhere) simply LDIR the 'new' one in, leaving space for the message etc as required. Depending on how much space you have for the 'full screen' perhaps but a lot of 6912 byte screens will compress down to about 4000 bytes (maybe)

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Thank you. 🙂 Your example is just for ONE full screen picture? Or can that idea be used for 2 or 3 full screen pictures? 

Is my wish possible, to have attribute animated top 2/3 part, ie. to have attribute animated 256x128 area while there is 256x64 not animated bottom area? 

If there´s no memory left in suitable areas to store three full screens for that, I have a idea to get around that problem. Not much an idea, just the same what I have said, actually. 😄  The idea is to get rid of the fixed message and the scrolling message and to store the "remaining" bottom 1/3 screen, ie. 256x64, to somewhere and call it when the title screen is about to be displayed. Thus there would be the usual three 256x128 attribute animation screens AND one not animated screen, 256x64, at the bottom.

I have no idea yet how to actually do to that, though. 🙂 I haven´t looked at Skoolkit´s information for that at all yet, as I thought to ask experts first, if it´s possible at all. 🙂 

As there IS room for three 256x192 pictures (the JSW/JSWED is looking just for their 256x128), this should be fairly easy (at least for someones who know what to do? 🙂), to make a routine to look for one of those screens and print that memory area to the bottom 1/3 area. Right? 🙂 

I had actually animated that bottom 1/3, too, but I can leave off that bottom area animation, the most important animation is located to the top 2/3. 🙂  

Edited by Jet Set Willie
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I'm not -that- clear on what/where you want. 

The screen is easily thought of as (I do anyway) four parts:

Pixels top third , 2048 bytes

Pixels middle , 2048 bytes

Pixels lower , 2048 bytes

Attributes , 768 bytes

Its very easy to 'copy' pixel data to one third or two thirds or all of it and/or copy attribute data as needed too. Although I tend to think of the attributes as 'one lump' there's no reason why you can't simply copy the middle or lower third along with the accompanying pixels etc.

You could experiment with either Basic (FOR/NEXT to copy, works but extremely slow) or LDIR which is not the fastest assembly way but hugely faster than Basic and very easy to use too.

Note it is 'copy' not 'move' so the original source data stays there until you erase it.

Very crude examples (untested) for Basic / Z80

10 LET S=xxx (source address)

20 LET D=xxx (destination address)

30 LET L=xxx (bytes to copy)

40 FOR A=0 TO L

50 POKE D, PEEK S

60 NEXT A

^^^ About 85 to 90 bytes, could get it to 40 or 50 maybe 

 

LD HL , (source address)

LD DE , (destination address)

LD BC , (bytes to copy)

LDIR

RET (otherwise it will carry on)

^^^ About 14 bytes , put somewhere sensible and USR it from Basic or CALL it from already within assembly.

 

Hard to give specific examples without knowing what you wanted.

 

 

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What I want is to have is 256x192 sized title screen in my JSW64 game.

 

JSWED64 shows just 256x128 pixels, but I want to have my game to show full 256x192 pixels high title screen. 🙂 

 

Having top 1/3 and middle 1/3 attribute animated as usual in JSW64 games. The bottom 1/3 stays without attribute animation. 🙂 

 

 

Here´s a crude picture to show what I mean. It´s 256x192 JSW64 title screen, vertically cut in three.

 

__________________

|      JSW64        |    <-top 1/3 with attribute animation

|       HIRES         |    <-middle 1/3 with attribute animation

|       TITLE          |    <-bottom 1/3 without attribute animation

__________________

 

Sure, if it´s possible to also have the bottom 1/3 with the attribute animation too, I´ll be glad to have that, too. 🙂 But I can do without the animated bottom area. 🙂 

Edited by Jet Set Willie
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