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 SUBIf 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!