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Nice homebrew game ripe for conversion.


am1933

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I will try my best but I don't think TI extended basic will cut it.

Then this would be a good time to move to assembly language.

 

You might want to start with something a little simpler though; the way that game handles the lighting is quite a bit trickier than it looks.

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Then this would be a good time to move to assembly language.

 

You might want to start with something a little simpler though; the way that game handles the lighting is quite a bit trickier than it looks.

I have already made the transfer to assembly, I just find tms9900 on the ti a bit less straightforward than 6502 on the BBC, many of the principle sare the same but I find the BBC assembler really easy and straightforward to use.

The limits of my TI assembler work so far is just basic stuff like moving characters, changing screen colours and sounds.

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You might want to start with something a little simpler though; the way that game handles the lighting is quite a bit trickier than it looks.

For systems with tiled/character backgrounds (Inty and 7800 in particular) I think it'd be much easier. Just set each tile's attribute to be "all black" when you put the tile on screen and then change the tile attributes around the player using a fixed X and Y pixel offset. You'd also need to clip screen boundaries and round down to work out the tile's column and row to adjust. If you wanted a more complex effect with cross hatching and such like, then that'd be a little more work and require multiple copies of the tiles in the same character/tile set. Any walls that shouldn't be illuminated, and thus appear black, would have a special flag/value that you'd check before changing the colour attribute.

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For systems with tiled/character backgrounds (Inty and 7800 in particular) I think it'd be much easier. Just set each tile's attribute to be "all black" when you put the tile on screen and then change the tile attributes around the player using a fixed X and Y pixel offset.

That's what i believe the Spectrum is doing as well; the background is written into the bitmap whilst the attribute RAM is manipulated for the lighting; watch what the lights do near walls or other lights though, those are the fiddly bits especially when there's a several on a single screen.

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That's what i believe the Spectrum is doing as well; the background is written into the bitmap whilst the attribute RAM is manipulated for the lighting; watch what the lights do near walls or other lights though, those are the fiddly bits especially when there's a several on a single screen.

I'm sure there are some relatively simple rules that can be worked out in order to get something that is visually pleasing when two light sources are "colliding".

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I'm sure there are some relatively simple rules that can be worked out in order to get something that is visually pleasing when two light sources are "colliding".

Well yeah, simple rules for someone with a bit of experience... that's why i said it probably isn't for a beginner, that's quite a tricky thing to work out even before looking at lighting the walls in the same way. =-)

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