~mips@TTBP



23 october 2019

Slowly making more progress on my game. Found out the issue I was having last time again had to do with grabbing the wrong addresses. I have a table of low and high address bytes that when used in conjunction with an index value, I can read or select text based off a single index number. The error I was seeing last time had to do with pulling the wrong high address byte. The problem was temporarily fixed by having a hard-coded value pointing to the location of the high byte entries. This is not an elegant solution, and will need fixed as I add more text, thus changing the data offsets.

Here's what the tables look like:

TEXT_LO: .byte <TEST_TEXT ;Index 00 [more entries] ;Index 01

TEXT_HI: .byte >TEST_TEXT ;Still index 00 [more entries]

TEST_TEXT: .byte T,E,S,T, ,T,E,X,T

Of course, I have omitted all my other entries. Anyway, my program was incorrectly reading the high bytes, and always pulling the same value, #$B0. So, that's figured out at least. I've a few ideas on how to fix that though.

Not too much else has been worked on. Mostly been planning out my program, making flow charts, working on graphics, etc. I find myself working on either code or other things depending on how much I managed to get done the week prior. Helps keep me from burning out on coding or drawing.

That's all for now.