From the author "Atarius Maximus":
"I started reading @Karl G's most excellent Minikernel Developers Guide and thought it would be fun to try and make a new one myself. I also wrote a new bB game (Gunfire) that demonstrates it's use. This is the final version of each, however I will address any problems found. A ton of thanks to Karl G for his help, he really should be credited as a co-author as he provided me with so much help on this. I couldn't have done this without him. I'm making great progress on my general understanding of assembly language now thanks to him. :)
There are already many different bB minikernels available so coming up with something completely new and different that would fit my novice skill level was a little difficult. This one does provide similar functionality to what's already out there with a status bar and life counter. The main difference with this one is that the status bar uses a full-width mirrored playfield, so the bar itself counts up from the middle to the outside of the screen, or counts down from the outside of the screen on both sides to the middle. It is customizable by height and color. The minikernel also offers the ability to add a custom lives counter with a sprite, which can be a statically defined sprite in your bB code just for the lives sprite, or it can re-use your already defined player0 sprite (allowing for the life counter sprite to be animated). All of the options are described in the user's guide I'm attaching to this post. Because it's yet another minikernel that offers a status bar and a life counter, I decided to name it YASB, or yet another status bar. :)
To use the minikernel, put “include yasb.asm” at the beginning of your code for a 4k project, and “inline yasb.asm” at the end of your code for a multibank project. As of this writing it has only been tested with a 4k project. I did test that putting the include statement at the end of the code in a 4k standard kernel project does work, however the recommendation is to put it at the beginning.
The Gunfire game is inspired by Hogan's alley. It is a 4k game, and in order to squeeze in everything I needed I edited the default.inc file in the includes subdirectory and commented out pf_drawing.asm and pf_scrolling.asm as I was not using either one. You'll have to do the same if you'd like to compile the game yourself."
"I started reading @Karl G's most excellent Minikernel Developers Guide and thought it would be fun to try and make a new one myself. I also wrote a new bB game (Gunfire) that demonstrates it's use. This is the final version of each, however I will address any problems found. A ton of thanks to Karl G for his help, he really should be credited as a co-author as he provided me with so much help on this. I couldn't have done this without him. I'm making great progress on my general understanding of assembly language now thanks to him. :)
There are already many different bB minikernels available so coming up with something completely new and different that would fit my novice skill level was a little difficult. This one does provide similar functionality to what's already out there with a status bar and life counter. The main difference with this one is that the status bar uses a full-width mirrored playfield, so the bar itself counts up from the middle to the outside of the screen, or counts down from the outside of the screen on both sides to the middle. It is customizable by height and color. The minikernel also offers the ability to add a custom lives counter with a sprite, which can be a statically defined sprite in your bB code just for the lives sprite, or it can re-use your already defined player0 sprite (allowing for the life counter sprite to be animated). All of the options are described in the user's guide I'm attaching to this post. Because it's yet another minikernel that offers a status bar and a life counter, I decided to name it YASB, or yet another status bar. :)
To use the minikernel, put “include yasb.asm” at the beginning of your code for a 4k project, and “inline yasb.asm” at the end of your code for a multibank project. As of this writing it has only been tested with a 4k project. I did test that putting the include statement at the end of the code in a 4k standard kernel project does work, however the recommendation is to put it at the beginning.
The Gunfire game is inspired by Hogan's alley. It is a 4k game, and in order to squeeze in everything I needed I edited the default.inc file in the includes subdirectory and commented out pf_drawing.asm and pf_scrolling.asm as I was not using either one. You'll have to do the same if you'd like to compile the game yourself."