Re: Reset problems and Schrodinger's cat
Posted: Tue Oct 30, 2018 7:44 am
Thanks for your help Doug
If I use the start button on game over to call the reset, for some reason that flag is not set to 1, but is 0 so the sprite0 code runs.
If I put a debug break point in the start button press and step through it with the debugger, everything works fine and the flag is set as it's supposed to be.
Not that I'm typing this out, I wonder if I'm calling that start button code more than once and therefore calling the reset multiple times in a row. Will need to investigate.
Thanks again,
Rick
So the sprite0 check is not supposed to happen on the open screen. I have a flag called open_screen_active that should be set at the end of the reset code to '1'. If the value is 1 it should skip the sprite0 code. If I go into the Mesen menu and tell it to reset from there, everything works fine. The flag is set, and there is no sprite0 check on the open screen (as it should be).dougeff wrote:EDIT2 - yes. Your title / pre-game code checks for the Start button about 3-4 frames before the Lives / Score and Sprite Zero collision tile are loaded.
If I use the start button on game over to call the reset, for some reason that flag is not set to 1, but is 0 so the sprite0 code runs.
If I put a debug break point in the start button press and step through it with the debugger, everything works fine and the flag is set as it's supposed to be.
Not that I'm typing this out, I wonder if I'm calling that start button code more than once and therefore calling the reset multiple times in a row. Will need to investigate.
I might do that. This is more of a personal research project and I'm not super concerned about the game running on old CRTs. I'm not sure anyone will actually be playing it on an old CRT, but I'll see what I can do.dougeff wrote:On a side note. You might want to make the "lives" lower on the screen. Old CRT TVs will tend to cut off some of those pixels. See the "overscan" entry in the wiki.
Thanks again,
Rick