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Shufflehound

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  1. Thanks! It may be a while before I get the dosh, but I'll be enjoying the Windows version for now.
  2. Any info on UK shipping cost? I have the dollars in PayPal. A marvellous technical and artistic achievement this! Makes me want to dabble with assembly again (although it didn't go down well).
  3. Is this at the moment compatible with paddle controllers, that is when I change the logic code to reading the paddles? ('Cause paddles are certainly my controller of choice. Analogue bliss!)
  4. I haven't got any other working paddle games, but like everyone else said, the wires were inverted. Thanks for your help!
  5. Thanks that's very much appreciated. But, might I ask what IS wrong with my current kernel? I'd like to know how it's not implemented fully as well as how it's messy as it might help.
  6. What does the 'ds' command mean? Has that got something to do with the Data Segment Register?
  7. I'll rephrase then: When you play Super Breakout, is the bat moving the opposite direction to the direction that you turn the knob? That seems to be the case with me. Should I fix the controller or is it the game?
  8. No,no,no. The paddle controllers act the same regardless of what orientation you're playing it at.
  9. Regardless of what direction I hold the controller, it's the same as it's a circular controller.
  10. I'm not sure if it's a programming error or that there's something wrong with my controller, but on Super Breakout, when I turn the pot left, the "bat" goes right and vice versa. Is this actually how the game is programmed or should I switch the wires round in the paddle controller?
  11. The tutorials that I've looked up on sprites haven't explained indirect addressing. Could you expand on that?
  12. The enemy's got it's own line buffer variable. So, are you saying that the section that draws the enemy is being skipped.
  13. In the mean time, could someone answer my previous question? Thanks in advance.
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