OK, so I installed StackAttack2 (put in the startup-sequence) so hopfully that sorted any possible stack issue.
I rewrote the code to not do anything with GetAShape or drawing directly to bitmaps, removed palette stuff, double buffering stuff, and tried to get to the bare minimum necessary to blit something.
Same results - one frame it draws then HALT3.
Updated code:
Code:
;; Play nicely with WB
WBStartup
;; Everything is a WORD unless otherwise stated
DEFTYPE .w
;; Get a shape
#SH_1 = 1
LoadShape #SH_1, "testshape.ilbm"
;; GO BLITZ MODE
BLITZ
;; Not entirely sure what these do but needed to control the screen
;; Set up a CopList, low-res, 2 bitplane
#CL_1 = 0
InitCopList #CL_1, $002
CreateDisplay #CL_1
;; Allocate the bitmap
#BM_DISP1 = 0
BitMap #BM_DISP1,320,256,2
;; Do until mouse press
While Joyb(0)=0
Use BitMap #BM_DISP1
;; Blit
Blit #SH_1, 0, 0
;; Display it
VWait
DisplayBitMap #CL_1, #BM_DISP1
Wend
End
I just don't see what I'm doing wrong. I comment out the blit and it ran fine (drawing a blank bitmap).
The problem appears to be the blit (or qblit - same result).