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EmOneGarand

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Posts posted by EmOneGarand


  1. sorry if I'm not quite getting this hah hah.. but you mention that the registers are in octals, thats a step up from hex right? So I have 3 aliens I want to designate, the table says that reg0 -reg31 are general purpose so are these what I have at my disposal for everything else? the problem I have is how do I designate the x & y position values to a register for each alien (like how you guys assigned a bunch of them for the ghosts) Not quite sure how it works.. particularly how Octal 43 = Reg35


  2. Hmm.. the left boundry code worked, I tried the same with the right though I thought an inc would be used but it just makes the game lock up and try to boot the built in program.. hmm..

     

     

    Try this then:

    .moveShipLeft:
    lisl	3
    li	5; load A with 5 (minimum x-coordinate)
    xs	S; exclusive or with scratchpad -> returns zero if equal 
    bz	.moveShipEnd
    ds	S
    br	.moveShipEnd
    
    .moveShipRight:
    lisl	3; sets ISAR to the x-coordinate register
    
    li	50; load Ackumulator register with decimal 50 (I'm just guessing the right boundry)
    xs	S; exclusive or with register that is adressed by ISAR - which is the x-coordinate register
    	; if they are the same, result will be zero and the zero flag is set
    
    bz	.moveShipEnd; if they were equal (result zero, skip increasing the x-coordinate)
    	; and jump past that to the end of the .moveShip-code
    
    lr	A, S; load A with contents of register adressed by ISAR (now set to the x-coordinare register)
    inc	; add 1 to A (A=A+1)
    lr	S, A; store the increased x-coordinate back into the x-coordinate register
    
    br	.moveShipEnd		 ; jump to end of the .moveShip-code - which is not needed, since we're already at the end
    	; the branch-jump will be exactly 0
    	; You can remove that line if you don't want to keep it for "symmetry-reasons"
    
    .moveShipEnd:

     

    I hope this is clearer, should work fine but you probably need to increse the right boundry to something more than 50.

     

    Good luck!

    Solved the problem nicely :) thanks


  3. $3 for the Paperboy card is OK. It was worth the gamble for the Lynx, but it looks like it was a gamble lost, as it doesn't look to be any good. I'd say hold on to it until you can get a better one. Might want to even invest in a new one, which can be had from the online retailers.

     

    Oh, wait, the wife... ;)

     

    What sucks most about it is this is genuinely the FIRST Atari find I've had down here. I've seen Atari stuff before mind you...een today someone had a stack of 2600 games. Pac-Man, Starmaster, Combat, Stampede, ET, Missile Command to name a few. Asking price? $10.00 EACH!

    When I saw the Lynx my heart skipped a beat.

     

    Ah well...I'm definetly going back next week!!!

    $10 for ET :lol: I had a guy basically beg me to buy the 2 copies he had by saying he'd throw them in for an extra buck when I bought 2 coleco carts for 4 total


  4. To set the boundaries you can add a check here:

     

    .moveShipLeft:
    lisl	3
    ds	S
    br	.moveShipEnd
    
    .moveShipRight:
    lisl	3
    lr	A, S
    inc
    lr	S, A
    br	.moveShipEnd
    .moveShipEnd:

     

    Like this:

    .moveShipLeft:
    lisl	3
    li	5		; load A with 5 (minimum x-coordinate)
    xs	S		; exclusive or with scratchpad -> returns zero if equal 
    bz	.moveShipEnd
    ds	S
    br	.moveShipEnd
    
    .moveShipRight:
    lisl	3
    lr	A, S
    inc
    lr	S, A
    br	.moveShipEnd
    .moveShipEnd:

     

     

    Same procedure with the moveShipRight. ;-)

    Hmm.. the left boundry code worked, I tried the same with the right though I thought an inc would be used but it just makes the game lock up and try to boot the built in program.. hmm..


  5. Theres not much to it other then the border and the sidebar, can't quite get the sprite to only move when it's reading the controller state and the collision isn't working, likes to go off the screen creating a black bar.

     

     

    In Pac-Man we delete and redraw the sprite every update (and also the monsters).

     

    As the position is stored in two registers (or copied into before being drawn) you can read those registers and compare the value to what the values are at your extreme values. If they're too much or too litte you change the register to the closest extreme value before redrawing again.

     

    Like this:

    Read controller

    Delete object at current position

    Change coordinate registers x, y (or however you set position) according to hand controller movement

    Compare new values to extreme points

    Change values if outside allowed values

    Draw object at new or unchanged position

     

    If you store the old position in other registers and delete object just before you redraw it at the new position you'll get less flicker.

     

    Let's say you have coordinates x: [0,50] and y: [0,50], after a controller movement the x register is 51, you compare it to 50 and result is greater (or compare to 51 and get equal) -> change value back to 50 and the object will stay at that position.

     

    Collisions can be done the same way, compare x and y coordinates, if the coordinates are the same (or within a certain range) there's a collision. I don't know any other way to do it. You could compare one coordinate first, if it isn't close, skip checking the other one.

     

     

    When the object goes outside the screen it affects (one or both) the "palette setting columns" in the screen memory which apparently gets set to Black/white at that bar/bars.

     

    If you'd like some more detailed help, let me know, I can assist you better if you share your code.

     

    e5frog

    Is there a complete build of Pacman? I'd like to see how you guys coded the logic for the ghosts in particular, I've got an enemy sprite defined just don't know how to call it within the game loop

     

    Also heres my source so far (theres a bit of code commented out, havn't gotten those to work with the code yet)

    mattscfgame.zip


  6. Thought I'd unearth this old topic because I've been messing around with the Channel F and well.. the VESWiki is gone. I've been looking over Blackbird's Pac-man sorce and wrote my own little demo but for some reason I can't get my sprite to be drawn, it's there alright though as it moves off the screen (causing that black horizontal line). Been looking my code over and over and for the life of me can't figure out why the sprite isn't being drawn in the color I specified and why it's always clear.

    Fixed it, now onto figuring out controls and adding enemy sprites... wish there were more resources.

     

     

    Hi there!

     

    I'm the co-author of Pac-Man on Channel F, I can probably help you... It would be nice to try out your program. Any screenshots?

    Isn't the WIKI up again, I got an email from Blackbird a few weeks ago saying he was ready for another go at the game.

     

     

    Let me know.

     

    e5frog

    Theres not much to it other then the border and the sidebar, can't quite get the sprite to only move when it's reading the controller state and the collision isn't working, likes to go off the screen creating a black bar.

    mycfgame.bmp


  7. my turbo express has sound and the back screen lights up but i get no picture on the games. Anyone know of how to fix this?

    the LCD may be burned out.. if the sound were the issues I could tell you exactly how to fix it but the LCD is another story.

    Actually now that I think about it, somebody else on this forum mentioned that the ribbon connector contacts sometimes oxidize with handhelds, so maybe try cleaning the connection (ever so carefully, those ribbon connections for game screens are very fragile.)


  8. my turbo express has sound and the back screen lights up but i get no picture on the games. Anyone know of how to fix this?

    the LCD may be burned out.. if the sound were the issues I could tell you exactly how to fix it but the LCD is another story.


  9. Never played or heard of it :D

     

     

    You have been deprived as a gamer then. ;)

    I could never make heads or tails of that game :/ so I've never played it much cause I'd get killed by that damn spinning blade all the time.


  10. If it's a Genesis 2, wiggle the power connector (only slightly..) they almost all have shorts in their power connectors and will turn off if even slightly nudged, it's tempramental may not turn on if it's slightly off center so try that. As for any other model, I dunno what to say without alittle more information.


  11. I heard that Samurai Showdown is decent for it but i havnt played this version to tell you if it does or not.

     

    I do like Return Fire for the 3DO and Need for Speed isnt too bad for it either.

    It's got choppy scaling and missing frames, but if you don't have a NeoGeo (or GameFly since they just added the first SS) the 3DO version would be the better port


  12. Hot Topic usually has some sweet gaming shirts. I got my Metroid and Mega Man shirts there, and was gonna go back and get a Contra one (had the title screen splashed on a black shirt), but they didn't have my size. They're a little expensive, but still cool.

    They never had my size, only a dozen XXXXL shirts.. they might as well have made mumu's of those designs. Who doesn't carry larges anymore? Hot Topic thats who.


  13. Can you elaborate? Not sure what you are talking about.

     

    Right now... I know I'll be able to play 95% or so of the PC engine/US Hucard library. Everything but the Arcade cd games... which I'll need a card for. What's this laseractive thing?

     

    http://en.wikipedia.org/wiki/Laseractive

     

    There were two PAC units, one for the Genesis/Sega CD and one for the PC Engine/CD games.

     

    The Genesis one was more popular.

     

    http://www.computercloset.org/PioneerLaseractive.htm

    http://www.laserdiscarchive.co.uk/laserdis...er_cld-a100.htm

    Well according to the wiki, PC-Engine component is really sought after. I thought the things were damn expensive back when they were still sold.. I can only imagine what they go for on Ebay x.X I think sticking with a console is better choice then the Laser Active, it's all module based meaning you'd have to search out the base then each module you want.

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