_Fandal_ Posted October 19, 2009 Share Posted October 19, 2009 Hi all! Has anyone tried to solve this problem in A8 ML? Any help would be really appreciated! F. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 19, 2009 Share Posted October 19, 2009 something like this? my aim is to bring some emenies to boinxx and i would like to use some dynamic approach to give boinxx a more "professional" look... so i played around with some approaches and asked one of my mates who is a doctor of physics and he gave me this formular: * vex=(px-ex)/16 * vey=(py-ey)/16 * ex=ex+vex * ey=ey+vey where Vex,y is velocity of the enemy while px,y is the position of the player. ex,y is the enemy position... it took me a little while and with the help of Thomas J. i implemented the code. the difficulty was that we have to deal with signed numbers and to move smooth on screen even with 8.8 fixed point maths. and this is something i managed to understand on 68000 but not on 6502... esp. signed numbers + division. so Thomas - the 2600 maniac behind thrust+ conversion - gave me this: calc lda px sec sbc ex sta vex lda px+1 sbc ex+1 cmp #$80 ror @ ror vex cmp #$80 ror @ ror vex cmp #$80 ror @ ror vex cmp #$80 ror @ ror vex sta vex+1 lda vex clc adc ex sta ex lda vex+1 adc ex+1 sta ex+1 lda py sec sbc ey sta vey lda py+1 sbc ey+1 cmp #$80 ror @ ror vey cmp #$80 ror @ ror vey cmp #$80 ror @ ror vey cmp #$80 ror @ ror vey sta vey+1 lda vey clc adc ey sta ey lda vey+1 adc ey+1 sta ey+1 rts used here... http://atari.fandal.cz/detail.php?files_id=5685 Quote Link to comment Share on other sites More sharing options...
andym00 Posted October 19, 2009 Share Posted October 19, 2009 Hi all! Has anyone tried to solve this problem in A8 ML? Any help would be really appreciated! F. You mean like Dijkstra and A* approaches ? Check out Amit's pages.. There's a wealth of knowledge hiding in there and information as to selecting the best method to use for your requirements.. Start at the top, but this is the page most likely to bear fruit There's other sites dedicated to the whole art of A*, but that's a good place to start I think 1 Quote Link to comment Share on other sites More sharing options...
Shawn Jefferson Posted October 20, 2009 Share Posted October 20, 2009 I wrote an A* implementation on the PC (non-recursive) in C, but I'm sure it would be too large and slow for the 8bit. Quote Link to comment Share on other sites More sharing options...
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