From: troy silvey (tbsilvey_at_juno.com)
Date: 2001-02-27 06:10:03
I'm sure there are more and better ways to do this and I plan to learn them. But here is the recursion fix I did right away. This seems to be working fine now. Notice the VIC.spr0_y+8 also instead of the earlier VIC.spr0_y+4; VIC.spr0_y+4; The module patch seems to be working great too. Thanks to Marc for recompiling it for me main() { .... *pmenu=0; while ((more=chooseAgame(pmenu))==99); // pick menu choice {} ... } unsigned char choiceA(unsigned char *pmenu) // sprite point to menu choice { while (!((more=*keypress)==60 || more==1)) {} if (more==60) { if (VIC.spr0_y>162) {VIC.spr0_y=106;} VIC.spr0_y=VIC.spr0_y+8; ++(*pmenu); if (*pmenu>7) {*pmenu=0;} } if (more==1) { *clearkeybuffer=0; VIC.spr_ena=0; return *pmenu; // choice was made (0-7) } *time1=0; // delay user input, stop sprite run-a-way while (*time1<10) {} return 99; // signal 99 that choice NOT made } ________________________________________________________________ GET INTERNET ACCESS FROM JUNO! Juno offers FREE or PREMIUM Internet access for less! Join Juno today! For your FREE software, visit: http://dl.www.juno.com/get/tagj. ---------------------------------------------------------------------- To unsubscribe from the list send mail to majordomo_at_musoftware.de with the string "unsubscribe cc65" in the body(!) of the mail.
This archive was generated by hypermail 2.1.3 : 2001-12-14 22:05:39 CET