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Nop90

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About Nop90

  • Birthday 07/21/1971

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  • Gender
    Male
  • Location
    Italy
  • Interests
    Coding
  • Currently Playing
    I don't like playing video games :-|

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  1. I started coding the robots movements. If someone wants to contribute to the game I need the zapping sound of the robots in Chipper. It would be great to have 4 slightly different sounds (like in the oginal game) so when played together (4 robots zapping at the same time) they can be distinguished.
  2. I got mine too. Tomorrow I'll test the cart on my lynx.
  3. Today added the final score screen: PS: I got this score with debug cheats enabled 🙂
  4. I suppose you setup an empty sprite data structure, than you use suzy to blit data in it, taking care to not change the data ad the beginning and at the end of every row. Is this correct?
  5. I don't get the point. If you draw several sprite in memory you obtain a large bitmap , not a large sprite that you can draw using Suzy. Literal sprites have additional data at the beginning and at the end of every row.
  6. Someone is working on this 😉
  7. Thank you, porting this game is a challenge, but also an amazing coding experience. I really hope it will be published one day. Meanwhile I completed the test run, after founding and fixing some bugs, I tested it again and was able to collect all the pieces, assemble them to show the password and then open the evil guy door. A lot of thing need to be polished, but it's already very nice to play. Just out of curiosity, in the previous video I posted you can notice the charater moves very fast; thats because previously I used an Handy emulator to test and tune the game, but on Mednafen (that I use to record the game), on Felix and on real hardware it runs faster. Now I tuned the speed for a real Lynx, so on handy it goes slow. This is the first time I see such a big difference from a real Lynx and Handy.
  8. All the puzzle solving and password discovery code is complete and works like a charm. The only missing features of the palm computer are 1) the undo button (easy thing) 2) the phone call (a little longer, but not hard to implement). Now the game can be played completely (but without robots) so I'm going to make a full run test to check that everything is working fine. So far it seems that the only thing I broke updating the game is the starting voice ("Another visitor ..."), tonight I'll debug it. Next, and last, big thing missing is the robots animation, then the game will be completed. But I'm going to add other optional things to the game before the release.
  9. Update: The password puzzle code is almost complete. Now it's possible to place the collected pieces from the left row on the 4 slots on the right of the palmPC, flip them horizontally or vertically, change their color and clear a slot. Matching pieces can be aggregated. The only thing missing is moving a group of aggregated pieces from one slot to another. I made a mistake designing the data structure, so now I have to change it to add this feature, but it should not take too much time.
  10. Nop90

    Lynx Chipmusic

    Thank you for the hints and for the example. I'd like to work on it, but at the moment I have too many project ongoing. Maybe next month.
  11. Nop90

    Lynx Chipmusic

    Is there an open source example for adding tunes in vgm format to a lynx game?
  12. Beware that the penpal array is composed of 16 nibbles, so setting penpal[0] you are defining the mapping of two pens, pen0 and pen1. Pen0 is set by the High nibble, pen1 by the Low nibble. The same for the other valued of the penpal array. This means that if you set penpal[0]=1 you are mapping pen0 to color 0 and pen1 to color 1. That's why it is a common practice to us hex values setting the pens (i.e. penpal[0]=0x01) so the assignment of the two pens is evident. BTW great job with you cross-lib framework. Un saluto, Gisberto
  13. The data in the sprites tell what pen to use for every pixel, a BPP4 image can use all the 16 pens, a BPP2 only the first four, a BPP1 only the first two. Some pens has special behaviour (e.g. Pen 0 can be transparent if using TYPE_NORMAL, pens E and F can have special caracteristics with the collision handling, etc). The palette is composed of 16 RGB (12bpp) colors and is global for the whole screen (but can be changed on the fly row by row knowing how to do 😉), every sprite can map every pen to one of the 16 colors using the penpal array. Several pens can map on the same color if needed. The Penpal array has a fixed size (8 bytes, i.e 16 nibbles, one per pen), it's a field of the SCB structure. If a SCB doesn't need to change the pens mapping can avoid to have the penpal field an have the REUSEPAL flag set, it will use the same mapping of the previous sprite handled by Suzy. I think thats all.
  14. This should be what you need #include <6502.h> #include <conio.h> #include <tgi.h> #include <stdlib.h> #include <joystick.h> #include <conio.h> unsigned char rect[19] = { 3, 0xff, 0, 3, 0x81, 0, 3, 0x81, 0, 3, 0x81, 0, 3, 0x81, 0, 3, 0xff, 0,0 }; SCB_REHV_PAL sp_sprite = { BPP_1 | TYPE_NORMAL, REHV|LITERAL, NO_COLLIDE, 0, rect, 0, 0, 0x100,0x100, {0x01, 0x23, 0x45, 0x67, 0x89, 0xab, 0xcd, 0xef} }; void main(void) { tgi_install(&tgi_static_stddrv); tgi_setframerate(60); tgi_init(); CLI(); while (1) { tgi_clear(); sp_sprite.hpos=78; sp_sprite.vpos=50; sp_sprite.penpal[0]=0x01; tgi_sprite(&sp_sprite); sp_sprite.hpos=82; sp_sprite.vpos=52; sp_sprite.penpal[0]=0x02; tgi_sprite(&sp_sprite); tgi_updatedisplay(); while(tgi_busy()); } } bpp1.lnx
  15. It would be great. Now I'm taking break from this game because I have other things almost completed to polish, but The version I have of the game is much better than those in the video I posted. At the beginning of the next month I'll make an updated video.
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