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Ghost...

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Everything posted by Ghost...

  1. Hi candle, I'll go for 2 PAL XL boards. Thanks! Martin
  2. Hi, maybe this one? http://www.atariage.com/software_page.html...areLabelID=2411 edit: flashjazzcat was faster
  3. Hi Heaven, I disassembled the whole Bibo-Ass using the IDA disassembler (free version) in a DOS-Box on my PowerBook G4 12''. Then converted the code into xasm format and modified it for re-location. FYI the link to the free version of IDA: ftp://ftp.simtel.net/pub/simtelnet/msdos/disasm/ida37fw.zip best! Ghost
  4. Hi, please find on http://atariwiki.strotmann.de/xwiki/bin/vi.../Bibo+Assembler the Bibo-Assembler source code in XASM format (bibo_src.tgz, includes also an exe of xasm for Mac OS X) and an atr (biboass_build002.atr) containing the new build installed on XDOS 2.42N This build supports the pseudo opcode .HS of the SynAssembler. Ghost
  5. Hey Heaven, wow, great progress!! I am curious about the new release :-) GHO
  6. Hi dinosaur, take a look at the authors page... http://www.user.dccnet.com/dschebek/envision.htm IMHO the best character editor for the atari :-) best! -/\/\artin
  7. Maybe you will find in this thread some hints... -/\/\artin
  8. Hi, very well playable! Maybe there should be a certain number of monsters to kill for each room?! So you have to clean one room and then go to the next... -/\/\artin
  9. Hi, I think there is a problem with the part of the routine for the north/south doors. Sometimes there is no door at all. Try a first room with the door to the south. In the most cases the next room will be wrong (only doors to the east and west). Maybe that gives you an idea what problem could be... best! -/\/\artin
  10. Hi, take a look at this site: http://www.langston.com/LFGames/ At the end of the page are links to interesting papers about the ballblazer sound system.. best! -/\/\artin
  11. Hi Heaven, I killed one or two monsters and the last one dropped a "Jagged Large Axe"..as displayed in the inventory screen. The character info screen, shows a "Steel Large Axe Of The Jacka" and in the info line in the game displayed: "Large Axe" best! -/\/\artin
  12. Hi Heaven, wow, what a progress!!! The "test game" is already fun...and the damage indicator boosts the fun of monster slashing even more
  13. What about NOT using the scroll register? You would get the same effect, with the "ROL/ROR" technique on the visual chars. And doing a charmovent at all? One change per charmode line moves all "ships" in the same line. You can set a nice background then, and/or you can do shots via charmovement haveing the PM Fere for an additional underlay.... ... just a suggestion What do you mean exactly? can you describe the technique to me in more detail? I'm not wanting to sacrifice a smooth scroll, but I don't have all the character set space in the world, either, to draw every concievable smooth scroll position against the background. I guess I just need more clarification on you as to what you mean? -Thom Lets say your alien consists of 2 chars (XY) on screen. Then spend one more => 3 Chars (XYZ) Preshift the bytes of the chars with ROR ( carry => 7. bit and 0. bit => carry): CLC lda X (byte 1) ROR sta ..memx_animation1 lda Y (byte 1) ROR sta memy_animation1 lda Z (byte 1) ROR sta memz_animation1 lda X (byte 2) ROR ..for all the 8 rows of the char ..8 times graphics 0 or 2*4 times for antic 4 To display a certain animation step copy the pre-shifted chars (animation_n) into the character mem.
  14. It should be possible to create the dungeon for non-ISO and then simply rotate it by 45 deg.
  15. A helpful link....online version of Leo Brodie's book "Starting Forth": http://home.iae.nl/users/mhx/sf.html
  16. pseudografx - I am curious - which tool do you use to create your gfx? :-)
  17. and not to forget the long compile times without an emulator/cross assembler. Btw - I use a 800XL with the new FreezerXL - which means I have still long compile times - but the real thing
  18. Ups..deleted the source too..sorry X is the centre (sometimes caused by rounding error..not so centred The points are the connections between the X (rectangles)...in the (very draft)source below now replaced by the constant FLOOR But it's in FORTH..so you have to think in reverse polish notation:D ( SIMPLE DUNGEON GENERATOR ) ( VOLKS4TH CONVERSION BY GHOST ) ( BASED ON THE PERL VERSION ) ( BY CHRIS MARTIN ) ( CHRISMARTIN.ONLINE /-\T GMAIL DOT COM ) ( L1 CONNECTION BY GHOST ) DECIMAL 35 CONSTANT SIZE-X 22 CONSTANT SIZE-Y 6 CONSTANT ROOM-MAX-WIDTH 6 CONSTANT ROOM-MAX-HEIGHT 3 CONSTANT ROOM-MIN-WIDTH 3 CONSTANT ROOM-MIN-HEIGHT 10 CONSTANT MAX-ROOMS 32 CONSTANT FLOOR ( ALLOC MEM FOR DUNGEON ) CREATE DUNGEON SIZE-X SIZE-Y * ALLOT : RND ( RANGE -- N ) $D20A [email protected] * 255 / ; : INIT-DUNGEON ( -- ) DUNGEON SIZE-X SIZE-Y * ASCII # FILL ; : CLS $7D EMIT; : [email protected] ( X Y -- C ) SIZE-X * + DUNGEON + [email protected] ; : DGN! ( C X Y -- ) SIZE-X * + DUNGEON + C! ; : PRINT-DUNGEON ( -- ) SIZE-Y 0 DO SIZE-X 0 DO I J [email protected] EMIT LOOP SIZE-X 40 < IF CR THEN LOOP ; 0 VARIABLE ROOM-CNT 0 VARIABLE X 0 VARIABLE Y 0 VARIABLE WIDTH 0 VARIABLE HEIGHT : ROOMBOUNDSOKAY? X @ WIDTH @ + SIZE-X 1- < Y @ HEIGHT @ + SIZE-Y 1- < AND X @ Y @ [email protected] ASCII # = AND X @ WIDTH @ 1- + Y @ [email protected] ASCII # = AND X @ Y @ HEIGHT @ 1- + [email protected] ASCII # = AND X @ WIDTH @ 1- + Y @ HEIGHT @ 1- + [email protected] ASCII # = AND ; : CREATE-ROOM HEIGHT @ 0 DO X @ Y @ I + SIZE-X * + DUNGEON + WIDTH @ FLOOR FILL LOOP ; CREATE CENTERS MAX-ROOMS 2* 2* ALLOT : CENTERS! 2* 2* CENTERS + DUP X @ WIDTH @ 2/ + SWAP ! Y @ WIDTH @ 2/ + SWAP 2+ ! ; : [email protected] 2* 2* CENTERS + DUP @ SWAP 2+ @ ; : L1METRIC ( X1 Y1 X2 Y2 -- DIST ) ROT - ABS ROT ROT - ABS + ; VARIABLE L1MINIDX VARIABLE L1MIN : CALCDIST ( STARTINDEX -- MINIDX ) 1234 L1MIN ! 0 L1MINIDX ! DUP 1- SWAP ROOM-CNT @ SWAP DO DUP [email protected] I [email protected] L1METRIC DUP L1MIN @ < IF I L1MINIDX ! L1MIN ! ELSE DROP THEN LOOP DROP ; : HLINE ( Y X1 X2 ) OVER OVER = IF DROP DROP DROP EXIT THEN OVER OVER MAX 1+ ROT ROT MIN DO DUP FLOOR SWAP I SWAP DGN! LOOP DROP ; : VLINE ( X Y1 Y2 ) OVER OVER = IF DROP DROP DROP EXIT THEN OVER OVER MAX 1+ ROT ROT MIN DO DUP FLOOR SWAP I DGN! LOOP DROP ; : PLACE-ROOMS 0 ROOM-CNT ! BEGIN ROOM-CNT @ MAX-ROOMS < WHILE SIZE-X 1- RND 1+ X ! SIZE-Y 1- RND 1+ Y ! ROOM-MAX-WIDTH ROOM-MIN-WIDTH - RND ROOM-MIN-WIDTH + 1+ WIDTH ! ROOM-MAX-HEIGHT ROOM-MIN-HEIGHT - RND ROOM-MIN-HEIGHT + 1+ HEIGHT ! ROOMBOUNDSOKAY? IF ." ROOM " ROOM-CNT @ . X @ . Y @ . CR ." PLOTING FROM " X @ . ." ," Y @ . ." TO" X @ WIDTH @ 1- + . ." ," Y @ HEIGHT @ 1- + . CR CREATE-ROOM ROOM-CNT @ CENTERS! ASCII X ROOM-CNT @ [email protected] DGN! 1 ROOM-CNT +! THEN REPEAT ( ROOM-CNT ) ; VARIABLE XL1 VARIABLE XL2 VARIABLE YL1 VARIABLE YL2 : CONNECT-ROOMS MAX-ROOMS 1 DO I CALCDIST L1MINIDX @ [email protected] I 1- [email protected] YL2 ! XL2 ! YL1 ! XL1 ! YL1 @ YL2 @ MIN XL1 @ XL2 @ HLINE YL1 @ YL2 @ MAX XL1 @ XL2 @ HLINE XL1 @ XL2 @ MIN YL1 @ YL2 @ VLINE XL1 @ XL2 @ MAX YL1 @ YL2 @ VLINE LOOP ; : DG CLEARSTACK CLS BEGIN INIT-DUNGEON PLACE-ROOMS PRINT-DUNGEON ." PRESS KEY TO CONNECT ROOMS" KEY DROP CLS CONNECT-ROOMS PRINT-DUNGEON ." PRESS KEY TO REPEAT" KEY DROP REPEAT ;
  19. The idea of creating random sized rooms in the dungeon is pretty good. But I like the idea to connect the rooms by drawing connections between the room centers. Calc the cityblock distance to each room centere and find the rooms which are the neareast neighbours, subsequent draw an rectangle from neighbour midpoint to midpoint... I've implemented it in volksForth... dungeon.com Next...mark corners ... dungeon.zip
  20. So it seems to be the best to build a 3 phase dungeon generator?? 1. build the dungeon (e.g. using Cybernoid's approach) as index map to a tile set. 2. mark the corners,walls, doors in the map with the correct idx f.e. if a corner influence the floor - the floor will also be marked with an another tile index as the "normal" floor. 3. set specials...start point, stairs, chests...(maybe using information that was gathered in step 2). The mapper "only" have to read the idx from the map and plot the tile(idx) to the screen.
  21. Hi, rg dungeon generator ..maybe also interesting: roque like games.. GHO
  22. Actually, what Ghost suggests is worth considering. We could not use columns on the floors though so graphically the design will lose a bit, but if you want to avoid clipping, you don't have too many choices. ,PG..you're partly right If the player sprite walks "behind" a column (In a sub-tile - because the column is placed inside *one* tile)...there is also a clipping problem. But if you define a "bounding box" around the column tiles (don't let the softsprite go over a column tile) ... it would work as I suggested ( I hope btw nice graphics !!
  23. If I understood emkay correct, he proposed to draw only boundary tiles and let the background black (except the lava tiles). For the objects on the playfield - like heaven's red chrystal ball holder - PMG should be used. All enemies should be rendered as software sprites using the character graphics. gell emkay?
  24. yes, indeed -emkay's suggestion sounds very good..you have neighter the problem with the transparent regions of the softsprites nor the problem with clipping :-)
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