RSS Bot Posted May 17, 2019 Share Posted May 17, 2019 The title of course has nothing to do with my entry. New update coming soon.As far as I can tell all mapping bugs have been fixed.When I upload the new rom then you tell me what you find. No more going through or getting caught in walls. Kids...This was a huge pain in the %%%.The interesting thing is is when I finished and optimized the check routines it seems so simple.Just like replacing Spock's brain...A child could do it. The great part is that I can use these routines in all my new games coming. Still have to incorporate Diagonal movement and then the new rom will be released.Next will be optimize pick up routine which I plan to have directional pickup.As in pick up from the left then item will be on the right and so forth. Here is a sample of my movement code. NORTH: LD A, 01 LD (DIRECTION_RAM), A LD A,(SPRTBL) SUB A, 02 ; Y Offset LD (SPRTBL),A CALL MAP_TO_SPRITE ; Get Pattern, Wall? AND A JP NZ, WALL_NORTH ; Hit North Wall LD A,(SPRTBL+1) ADD A, 09 ; X Offset LD (SPRTBL+1),A CALL MAP_TO_SPRITE ; Get Pattern, Wall? AND A JP NZ, WALL_NORTH_2 ; Hit North Wall Offset LD A,(SPRTBL+1) SUB A, 09 ; Return X Value LD (SPRTBL+1),A LD A,(SPRTBL) DEC A ; Return Y Value + Move North CP 02 ; Check Screen Edge JP C, GOING_NORTH ; Going NorthRETWALL_NORTH: LD A,(SPRTBL) ADD A, 03 ; Bounce Player, Return Y Value LD (SPRTBL),ARETWALL_NORTH_2: LD A,(SPRTBL+1) SUB A, 09 ; Return X Value LD (SPRTBL+1),A LD A,(SPRTBL) ADD A, 03 ; Bounce Player, Return Y Value LD (SPRTBL),ARETGOING_NORTH: LD A, 182 LD (SPRTBL),A ; Player to the Bottom LD C, 01 CALL PRINT_ROOMRET http://atariage.com/forums/blog/763/entry-15878-the-old-porkchop-express/ Link to comment Share on other sites More sharing options...
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