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CloakeD

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Posts posted by CloakeD


  1. "but 'asks' are a taboo here IMO, and I am not a programmer myself." asks are taboo here? Why does it matter if your a non programmer?as a gamer you want some of your favorites on the system...completely understandable.Even if you wanted to suggest games to devs it's entirely understandable.Requests from gamers should be considered,as it's them that play our games.


  2. @SearsRoebuck For me personally Kangaroo is completely underrated,I loved playing this game in the arcade as a kid.It's fun to take apart one of my favorite arcade games & learn how everything was implemented.I now know how the ai logic works and the kangaroo handling so I'll start building a playable level over the next few days.


  3. Since I don't keep up with Jaguar emulation how is the current emulation,is CD emulated,more importantly are there any that support debuggers/memory viewers.I've been wanting to reverse engineer Baldies for over a year now in 68000,the developers stated the Jaguar is the only version coded in 68000.My only other choice is dos version & that's my only option to document the game if Jaguar emulation is not an option for me.


  4. Hi Chris..I don't see you anymore on sms power.I like that you took what I showed you about tile collision and understand it enough to implement it yourself.Great job Chris.


  5. I'm a lot further into this but as an example do some you want to follow along with me & the reverse engineer of my favorite games?

     

    screenshot-6c8-kangaroo-introduction-whe

     

     

    I could share some code along the way like so..

     

     

    Do_IntroKangaroosGoingToBabies: 
     call HandleMomKangaroo1
     call HandleMomKangaroo2
     call HandleMomKangaroo3  
     
     
    HandleMomKangaroo3:
     ld hl,MomKangarooLinkedList3
     jr HandleMomKangaroos 
    HandleMomKangaroo2: 
     ld hl,MomKangarooLinkedList2
     jr HandleMomKangaroos
    HandleMomKangaroo1:
     ld hl,MomKangarooLinkedList1
    HandleMomKangaroos: 
     bit 7,(hl)
     ret
     bit 0,(hl)               ;Mom Kangaroos State
     jr nz,MomKangarooFall          
     inc hl        
     ld e,(hl)                ;Mom Kangaroo X
     inc hl
     ld d,(hl)                ;Mom Kangaroo Y
     push hl
     push de
     call HandleMomKangaroosAnimation 
     pop de
     pop hl
     inc e                    ;Mom Kangaroos X  
     inc e                    ;Mom Kangaroos X

     

     

     

     


  6. This looks awesome,good job on the collision and if happy with how your game entity handles then disregard my post.If interested I can share how bomberman(Nes Zelda also uses this same method) handles the collision with blocks as I used a modified version on my port of Binary Land.Block collision & axis aligning(code will move entity and align) for my own game as I to use tiles & tile sprites but use a ram collision map.

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  7. I had to put this into the uncomplete dev folder as I was busy with other dev projects,increasing my knowledge of strategy games(path finding,AI Logic ect..) & recently reverse engineer arcade games, Kangaroo,Ring Fighter,Cloak & Dagger,Monster Bash,in that order.I'll get back on this in a few days.

    • Like 1

  8. Double dragon on nes & master system used x & z velocities (fixed point math) so the enemies will move at an angle towards the player if the x distance is greater then 48 pixels,if less then 48 pixels on the x axis then the enemies align the z axis movement within 3 pixels to the player(have a play of double dragon on nes or master system to view this).Both the nes and master system move entities per pixel,the 7800 because of it's double wide pixels can't exactly do a straight over port.It's still a decent game in my opinion.


  9. I do hope you complete this,although a short game it's still quite fun.On another note I'm new to basic and by looking at your code I learned I can do quite a bit in basic.

    • Like 2
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