anyone got any thoughts on why i cant get PBOBS to display my image number 101 from the bob bank?is there a coded limit on what image numbers can be used??
Quote from: Hungry Horace on September 15, 2016, 09:54:30 PManyone got any thoughts on why i cant get PBOBS to display my image number 101 from the bob bank?is there a coded limit on what image numbers can be used??Did you check your AMOS configuration to ensure that you can use more than 100 Bobs?
because winuae is made of code and your amiga is made of stuff
Quote from: Lonewolf10 on February 03, 2017, 09:54:57 PMDid you check your AMOS configuration to ensure that you can use more than 100 Bobs?Wouldn't that be for 100+ bobs displayed, and not a limit on what image number in the bank can be used?
Did you check your AMOS configuration to ensure that you can use more than 100 Bobs?
Pbob NR,X,Y,IMAGE Does almost the same thing as the normal Bob command. The only differences are : 1) the maximum width of the IMAGE is 32 pixels wide. There are no restrictions on the height of the Pbob. 2) the height of the IMAGE that will be displayed may NOT exceed the maximum height for this Pbob. See the Pbob Height command. 3) the amount of colours of the IMAGE may NOT exceed the amount of screen colours where the Pbob will be displayed. Else a crash is certain! So if you open a screen with 4 colours, do not try to display a Pbob with 8 or more colours. But it is valid to, for example, to open a screen with 32 colours and display Pbob's with fewer colours (bitplanes). Only the bitplanes defining the Pbob will be copied on screen. 4) all parameters must be included. 5) the Pbob numbering starts at 1, not 0 like the AMOS/Pro Bobs... 6) it is important to know that the coordinates for the Pbob's are measured from the top left-hand corner of the image. The current hot spot setting in not taken into account! 7) the Pbob commands have to be executed in the screen where they are to be displayed ! This is because a part of the Clipping routine is done inside the Pbob command. Ex.: Repeat Screen 1 Proc UPDATE_SCORE Screen 0 Proc MOVE_BADDIES : Rem move the BAD_GUYS with Pbob NR,X,Y,IMAGE Proc MOVE_GOODIE : Rem move the GOOD_GUYS with Pbob NR,X,Y,IMAGE Proc UPDATE_BADDIES_AND_GOODIES : Rem Pbob Clear : Pbob Draw : Screen Swap : Wait Vbl Until AMOUNT_OF_GOODIES=0
Hmm. Could that have been my problem also?What does it do when you try to use it? "Image not found"?