Jump to content

drfloyd

Members
  • Posts

    130
  • Joined

  • Last visited

Recent Profile Visitors

4,025 profile views

drfloyd's Achievements

Chopper Commander

Chopper Commander (4/9)

89

Reputation

  1. hi, How diseable the display of a sprite on the screen ? Except by putting it out of the screen ? It's strange, when a change BANK to another BANK, the sprite of the last Bank is still displayed on the screen
  2. is it possible because of the SGM and extra RAM, we agree ?
  3. Thanks nano, i use BANKS with succes (for now) But I don't understand some things in your BANK.ROM example In my mind each BANK is totally independant (except for variables), So why it is possible to play music and display graphics in BANK 0 from informations coming from BANK1 code. Sorry to ask some stupid questions I suppose I have not yet unterstood the concept.
  4. Hi, I need to unterstand the concept of BANKs It is only to stock DATA, or it possible to jump from a bank to another (like GOTO) with several codes and "mini games" with no link between them (except Variables, like score, lifes) ?
  5. additionnal question : As my RPG game will by 8x8 tiles, I would like to use 8x8 sprites in complement How can I process for 8x8 sprites ?
  6. ok thanks, indeed i should indicate 4 for the second Sprite... little strange... but OK it works 0 to 63 step 4.... Does it means that we are limite to 16 different sprites ???
  7. Hello Begiiner with CV Basic Why the game display 2 times the same sprite ????? SPRITE 0 & SPRITE 1 display the first same figure, the first one.. cannot understand why ' REGATES DEFINE SPRITE 0,2,sprites_bitmaps CLS PRINT AT 10,"SUPER REGATES" dim x(4) dim y(4) x(1)=50 y(1)=50 x(2)=150 y(2)=150 game_loop: WAIT SPRITE 0,y(1),x(1),0,9 SPRITE 1,y(2),x(2),0,10 IF cont.left THEN x(1)=x(1)-1 IF cont.right THEN x(1)=x(1)+1 IF cont.up THEN y(1)=y(1)-1 IF cont.down THEN y(1)=y(1)+1 GOTO game_loop sprites_bitmaps: BITMAP ".......XX......." BITMAP ".....XXXXXX....." BITMAP "....XXXXXXXX...." BITMAP "...XXXXXXXXXX..." BITMAP "..XXXXXXXXXXXX.." BITMAP ".XXXXXXXXXXXXXX." BITMAP ".XXXXXXXXXXXXXX." BITMAP "XXXXXXXXXXXXXXXX" BITMAP ".......XX......." BITMAP "XXXXXXXXXXXXXXXX" BITMAP ".......XX......." BITMAP ".......XX......." BITMAP "XXXXXXXXXXXXXXXX" BITMAP "XXXX.XXXXXX.XXXX" BITMAP ".XXXXXXXXXXXXXX." BITMAP "..XXXXXXXXXXXX.." BITMAP "................" BITMAP "................" BITMAP "....XXXXXXXX...." BITMAP "...XXXXXXXXXX..." BITMAP "..XXXXXXXXXXXX.." BITMAP ".XXXXXXXXXXXXXX." BITMAP ".XXXXXXXXXXXXXX." BITMAP "XXXXXXXXXXXXXXXX" BITMAP ".......XX......." BITMAP ".XXXXXXXXXXXXXX." BITMAP ".......XX......." BITMAP ".......XX......." BITMAP "XXXXXXXXXXXXXXXX" BITMAP "XXXXXXXXXXXXXXXX" BITMAP ".XXXXXXXXXXXXXX." BITMAP "..XXXXXXXXXXXX.."
  8. Hi again, As there is no RANDOMSEED command in CVBasic.... I would like a create a pseudo random generator with a SEED. Who can I do it ? How ca i integrate a SEED for fixed resultats ? Exemple : ' TEST ' does not work, the resultats changed each time loop: PRINT AT 40,"PSEUDO RANDOM TEST" ' would like to see always the same random results with this seed 1654 #seed = 1654 PRINT AT 76,RANDOM(999) PRINT AT 76+32,RANDOM(999) PRINT AT 76+64,RANDOM(999) ' fail ' would like to see always the same random results with this seed 4565 #seed = 4565 PRINT AT 76+128,RANDOM(999) PRINT AT 76+160,RANDOM(999) PRINT AT 76+192,RANDOM(999) ' fail goto loop So would like to see for exemple : 345 432 654 864 345 359 With no change at each loop need that for a specific game Don't know if you undestand my problem LOL (I am french, sorry for my cow english)
  9. Will it be easy for Oscar to port CVBasic to SG-3000 / SEGA Master System (in the future) ? It will be so incredible to code in basic using features of this great console.
  10. A book, in a Week ????? 😲 Any news about a RANDOMSEED command ? (I need that for my future procedural game)
×
×
  • Create New...