Current key is D3EKX3KS, and let's try HNZTER, HNZTER2 and HNZTER3 in this project folder. They are just for experimental, generating and walking on random terrain.
All beeps in SmileBASIC have their own length. To avoid overlapping, wait for the length before the next BEEP call as follows.
C=0
WHILE TRUE
VSYNC 1
IF C==0 THEN BEEP 15
C=(C+1)MOD 57
WEND
The source written in attached screen shot is one of methods to leave a trail of moving sprite. Could you refer to it?
いきなり英語で失礼致します。実は、スプライトを動かしたときの軌跡の表示方法について、海外版プチコン3号コミュニティの方からご質問をいただいておりまして、ソースコードの画面写真をこちらに掲示して欲しいとのご要望があったもので・・・
I'm sorry for late reply.
Could you try following procedure in order to generate map data correctly?
1,2,5,6,7 and 8 should be execute in direct mode.
1. LOAD"SYS/SBMAP"
2. RUN (built-in Smile tool will start)
3. load "DKHT_GMA" in Smile tool
4. Press SELECT button to quit Smile tool
5. CLEAR
6. DIM A[0]
7. BGSAVE 2,0,0,32,30,A
8. SAVE"DAT:SC_DKHT_GMA_L0",A
It is correct that SC_DKHT_GMA_L0 includes no data. In my opinion, there are problems in your background saving process. How did you save background data? I guess that you use independent source for it. If so, could you expose it too?
It's very simple method. I stacked a lot of sprites along Z axis. This method gets a heavy load on SmileBASIC and reduces CPU process speed. I don't know the reason why exactly. In my opinion, if I shrink sprite size, SmileBASIC will drive faster.