Thanks for reporting this. I'm currently upgrading the title screen framework source and I have fixed the $D022 bug which was inside the IRQ interrupt. A few other features are also going to be added, and they shall be enabled/disabled from the operator commands using the .if value = 1 (enable), = 0 (disable). Sort of like a boolean operator. So that features, such as in game music option, jingles, etc could be enabled/disabled. As soon as it is ready I'll announce it on the TND web site.
Viewing post in Space Swarm 64 Version 3.2 (C64) comments
Thanks, Downloaded and tested the example and only had to rename music .PRG to lowercase as Linux is case-sensitive and change the firmware.asm so in looks for c64/ and not c64\ as that don't work on Linux either, but that is all i had to do this time and all compiled and worked, Will test some more later.
Nice to see that the KickAssembler frame work is being used :). Thumbs up to that ;) There seems to be a small bug in the scrolltext on most of your games (using V3) where a corrupt character appears on screen before the text restarts. This bug is triggered at the end of your text if you end the text by pressing the ENTER key. For a side scrolling text, you don't need to do that. Simply type in the last word and a few spaces and then save, do not use return/enter. ;)
I just found that out as i am updated this very game to remove the other bug from the older framework also put some animated chars back ground animation with means i had to change the mapping a bit then started looking at the code for scroller and saw a commit about the @ bit, so just tested and it's working now.