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Posted Wed Sep 8, 2010 8:31 AM
Posted Wed Sep 8, 2010 9:16 AM
Posted Wed Sep 8, 2010 10:07 PM
Posted Wed Sep 8, 2010 11:43 PM
Thanks retroclouds!! Yea, Karsten's title screen graphics are quite awesome. . The game is still pretty weak and only about 50% done, but with that title screen--- who cares?? We're a lucky community to have such talent. Karsten's graphics, SPECTRA, Tursi's emulation support, Jon's boards--- Pitfall, Tutankham, matthew's tutorials.... It's so cool
to be here in these times. Did you try the code out Filip?
Posted Thu Sep 9, 2010 2:07 AM
In thinking about this straight conversion to assembly, I want to keep the game premise simple and keep the code pretty simple and easy to read. I might change much of this code to single statement lines with a bunch of comments before I start the conversion.
Edited by sometimes99er, Thu Sep 9, 2010 2:07 AM.
Posted Thu Sep 9, 2010 6:28 AM
Edited by Opry99er, Thu Sep 9, 2010 6:29 AM.
Posted Thu Sep 9, 2010 8:11 AM
Posted Thu Sep 9, 2010 2:14 PM
Posted Thu Sep 9, 2010 2:23 PM
Code has been broken down even further into very small chunks, mostly 2-3 instructions per REM statement. I am beginning to see how simple this could really be in assembly. =) Register usage makes so much sense... I just need to get this darn XB game done so I can start having fun. =)
Again, I haven't tested this new code--- the broken down code. I have kept a version in multiple-statement lines and without most of the REMs... but I'm pretty sure this new code works. No reason for it not to. =)
Posted Thu Sep 9, 2010 2:33 PM
Posted Thu Sep 9, 2010 2:52 PM
Posted Thu Sep 9, 2010 2:53 PM
Edited by Opry99er, Thu Sep 9, 2010 2:54 PM.
Posted Thu Sep 9, 2010 3:18 PM
Hey adamantyr, question for you. How "complex" a game was TI-TREK? This current game I'm working on is pretty simple--- I imagine once the font is in and the treasure chests--- the multiple levels, etc., I imagine the game will be twice this size. However since level changes won't be much more than a difference in water height, water color, enemy graphics, and speed, they won't add much complexity. Arcade games are easier to design than other types of games, I've learned....
Posted Thu Sep 9, 2010 3:36 PM
Posted Fri Sep 10, 2010 10:20 AM
Posted Fri Sep 10, 2010 11:20 AM
Do I need to address these tables directly by the memory locations or can they be symbolically addressed?
SPRITE attribute list begins at >0300
SPRITE descriptor table -->0400
Character def table >0900 to >0AFF
Posted Fri Sep 10, 2010 12:21 PM
Posted Mon Sep 20, 2010 2:41 AM
Posted Mon Sep 20, 2010 7:14 AM
Posted Mon Sep 20, 2010 7:54 AM
Posted Mon Sep 20, 2010 8:13 AM
Posted Tue Oct 26, 2010 11:26 AM
Posted Wed Oct 27, 2010 4:07 AM
Posted Wed Oct 27, 2010 6:09 AM
1) There are a few spaces missing in line 180 and 190.
2) TI XB won't accept lines beginning with [b] and ***
Aquatic plants above are taken from ZX Spectrum version of Barbarian by Psygnosis.
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