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Hi! 

Another test:

#INCLUDE <torvin_next_foundry.bas>  
#INCLUDE <keys.bas>  
#INCLUDE <torvin_vortexmusic.bas>  
#INCLUDE <torvin_aysfx.bas>   
CONST   FONT_BANK AS UBYTE = 34  
CONST   DRIVER_BANK AS UBYTE = 36  
CONST   MUSIC_BANK AS UBYTE = 37  
CONST   SFX_BANK AS UBYTE = 39  
const   sprite_bank as ubyte = 50   
Init()  
Main()   
STOP   
SUB Init()      
    LoadToBanks("ASSETS/font256_1.spr",FONT_BANK,0)      
    LoadToBanks("ASSETS/ts4000.bin",DRIVER_BANK,0)      
    LoadToBanks("ASSETS/TestMusic.pt3",MUSIC_BANK,0)      
    LoadToBanks("ASSETS/gameSFX.afb",SFX_BANK,0)      
    LoadToBanks("ASSETS/cubo.spr",sprite_bank,0)     '<---- add a spr file  
END SUB   
' ============================================================================================  
'  Main Control Loop  
' ============================================================================================  
SUB Main()      
    DIM sKeyReleased AS UBYTE      
    dim scrollamount as ubyte            
    Music_Init(DRIVER_BANK, MUSIC_BANK)          
    SFX_Init(SFX_BANK)          
    Layer256On(1,0)           
    Music_Start()           
  
    SpritesOn()          
    'LoadSpritePatterns(64,0,sprite_bank,0)       '<------  is the problem here?     
    InitSmallSprite(0,100,100,1)                    
    Display256BMP("ASSETS/prueba.bmp")
    DO                  
        scrollamount=scrollamount+1                  
        ScrollLayer256(scrollamount,0)                   
        WaitScanLine(192)                  
        Music_PlayFrame()                  
        SFX_PlayFrame()          
    LOOP  
END SUB

If you run this example with the  LoadSpritePatterns command uncommented the program freezes in the Display256BMP statement. I think that any Display256BMP command AFTER a LoadSpritePatterns results in a freeze.

Please, let me know if I can do something to help. 

Thank you!