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OmegaPrime

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Everything posted by OmegaPrime

  1. If you're a big fan of star wars games,you may want to try Star wars Attack On The Death Star on the x68000 computer. https://www.youtube.com/watch?v=iL9GyISJ2uU
  2. I would offer to program this as I'm proficient in z80,but I've no idea how the hardware works.There is basic though if you want to try yourself.
  3. Looking good can't wait to see some other assets.
  4. Yes I'm aware of those but thanks for the reply.
  5. Can the carrot not be colored orange?,You can take a look at the palette here.How are you handling the jump physics? http://www.smspower.org/maxim/HowToProgram/Palette
  6. I'll write something simple and send you the source code,that way you can study at you're own pace,eventually Chris you're going to want to start programming more sophisticated games,and I'd like to see Mr.Ultra 3 with proper scolling
  7. I could write something simple with a few maps(with comments) so you can study it,I'll make sure it's a very simple platform game,and if you get lost you can ask me to explain. So here is a piece of code ld hl,(_Xscroll) ld de,(_XScrollSpeed) add hl,de ld (_XScroll),hl ld a,h and %00000111 ret nz call Do_UpdateColumnBufferPointer ld hl,_MapxL inc (hl) ld a,32 sub (hl) jr nz,++ ld (hl),a ld hl,_MapxH inc (hl) ld a,(_MapLength) sub (hl) jr nz,+ ld hl_GameState set 1,(hl) ret +: ld hl,_UpdateBufferFlag set 1,(hl) ret ++: ld hl,_UpdateBufferFlag set 0,(hl) ret Do_UpdateColumnBufferPointer: ld a,(_MapxL) add a,a ld e,a ld d,0 lh hl,StageDataBuffer add hl,de ld (_ColumnDataBufferPointer),hl ret Do_UpdateScreen: ld a,(XScroll) out (VDPRead),a ld a,$88 out (VDPRead),a ld hl,_UpdateBufferFlag bit 0,(hl) jr z,+ res 0,(hl) ld hl,_ColumnBufferPointer ld de,_ScreenColumnPointer DrawScreenColumn: ld b,22 -: call Do_DeToVDPRead ld a,(hl) out (VDPWrite),a inc hl ld a,(hl) out (VDPWrite),a inc hl push hl ex de,hl ld de,64 add hl,de ex de,hl pop hl push bc ld bc,64 add hl,bc pop bc djnz,- +: bit 1,(hl) ret z res 1,(hl) jp Do_UpdateBuffer Do_UpdateColumnBufferPointer: ld a,(_MapxL) add a,a ld e,a ld d,0 lh hl,_StageDataBuffer add hl,de ld (_ColumnDataBufferPointer),hl ret
  8. Did you want to learn how to program scrolling games?compress the data,build a buffer and scroll the columns onto the screen?
  9. Are you going to add proper scrolling or is it sprites as the first game?
  10. lmao everytime anyone says something is terrible a person brings up club drive.
  11. Do any of the members here that are artists,share there coleco "chars,sprites" for others to use?I've seen some of the mockups and there excellent it would be great to have access to some of those.
  12. I use electric adventures template,but I've been coding in z80 on the master system so it made sense to go the assembly route.If you're proficient in 6502 assembly,the switch to z80 shouldn't be difficult for you.If you can understand some of the example code snippet below,learning z80 should be easy. ;========================================================= --: call Do_ObjectMSBTileCheck ld a,l and %11000000 cp Ladder jr nz,+ scf ret +: xor a ret ;========================================================= ; ;========================================================= PlayerJumpingLadderCheck: ld a,(_JoyPadPressed) and %00000001 jp nz,JoyPadPressedUpCheck xor a ret ;========================================================= -: ld a,(_PlayerState) cp PlayerOnLadderState jr z,+ ld (iy+ObjStateOffset),PlayerOnLadderState ld (iy+ObjAnimationSwitchFlag),0 ;========================================================= +: scf ret ;========================================================= ;d = YOffset ;e = XOffset ;========================================================= JoyPadPressedUpCheck: ld de,$f0fc call -- ret nc ld de,$f003 call -- ret nc jp - ;========================================================= ;d = YOffset ;e = XOffset ;========================================================= JoyPadPressedDownCheck: ld de,$00FC call -- ret nc ld de,$0003 call -- ret nc jp -
  13. I can code in "68000",can another programmer show me (objects)sprites and sample code in 68000.
  14. I paid $35 for this game years ago needless to say you guys can imagine my disappointment .
  15. Mine are: Cannon Fodder Raiden Tempest 2000
  16. Perhaps learning 6502 on a more user friendly platform to get started will be easier,once you grasp programming concepts then return to 2600 coding.
  17. I think you're talented PAC-MAN-RED and you have a lot of heart.I'm curious why you would defend another .Atari2600Land uses programmers and wasts there time.If you guys would tell us I need a function we would help.I'd expect you to undersand how the function works and listen to me how to enter it.
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