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Messages - Hot_Dog
Pages: 1 ... 156 157 [158] 159 160 ... 194
2356
« on: July 13, 2010, 06:30:42 pm »
Well, back to work. I'm coding the progress bar. Sorry, ztrumpet, it looks like displaying partial buildings is going to take too much work, memory and processing power. I'm still trying to make this game the best it can be, but it is for a 6 mhz processor
2357
« on: July 12, 2010, 08:03:18 pm »
I just saw this, and I like your idea! Good luck!
2358
« on: July 12, 2010, 01:13:18 pm »
CREEPER
Role: Scout, Construction Worker Cost: Free Health Points: 30 Damage Per Second: None Weapon Range: N/A Speed: 15 Fuel Capacity: 180 Sephrane Gas Capacity: 60 Rate of Overheat: 6 per second
The Creeper is capable of constructing structures and scouting, just like any other races' beginning units. However, the Creeper cannot attack anything and requires fuel. On the other side of the coin, the Creeper can be upgraded to bepermanently cloaked. The cloak requires absolutely no sephrane gas. However, the Creeper cannot attack when cloaked, so the player must turn the cloak on and off appropriately.
Thorax Thrusters: This is a Deterorating Upgrade, not a permanent upgrade. It allows a Creeper to hover, flying in a similar manner to a Scouter. It also gives the Creeper twice its normal speed. A Creeper can create structures while it is hovering.
2359
« on: July 12, 2010, 12:24:53 pm »
Is this really gonna be your last calc project? That is a pity, but it inspires me to make it the best of its kind! That's why I'm making this the best I can, and that's why I'm doing the four races now instead of making an expansion pack. Once I'm finished with the bug-free release, that's it for me!
2360
« on: July 12, 2010, 12:10:01 pm »
Due to balance issues (no, we have not been playing S.A.D., we've just been envisioning it), players require at least one research facility to build a raptor. This allows players to scout, but without having a decisive advantage of high HP.
Also, in lite of the new Ptaloid race, one can build a detector by simply having a research facility. A detector no longer requires a starbase.
2361
« on: July 10, 2010, 02:00:07 am »
Lesson 13 is up. It's mostly on ASM Gorillas. It's a good lesson for the faint of heart  , but not for those who don't want to put in the practice. Lesson 15 will be up next, followed by some screenshots to promote the example program ASM Gorillas
2362
« on: July 10, 2010, 01:58:41 am »
Here's Lesson 13, mostly on ASM Gorillas. It's a good lesson for the faint of heart  , but not for those who don't want to put in the practice.
2363
« on: July 09, 2010, 09:24:24 pm »
I removed the .pdf and .html files for lesson 4, and uploaded an updated doc. I forgot that sharing ROMS was illegal, so I had to delete the link
2364
« on: July 08, 2010, 04:52:41 pm »
Have you read the tutorials from the beginning? I'd recommend you do so if you haven't: It's my goal that the lessons are easy to understand, and thus I can't really explain the difference, you should read about it.
However, I will say that HL is a number, such as a ram location. (HL) is whatever is stored in RAM at that location. (HL) can be used almost any place where you can use "One-Byte Register" as a parameter. If this confuses you, I highly recommend you read from the beginning 
I understand the difference between HL and (HL) (i did not read your tutorials from the beginning but i did read Sean Mclaughin's ams in 28 days) my question is what you mean with it. Or better said: what does HL have to do with the commands SRL and SLA? why is it involved. SRA and SLA are on-byte register commands so what does HL have to do with it? Is (HL) (adress location) modified because you use these commands? or does it destroy HL?
HL is the location in RAM. For instance, in S.A.D, I say "this is where in RAM I want to store information about each building." Then I can tell HL to focus on that location. (HL) is what is stored inside of RAM at that location. So when you use (HL), only the RAM is modified, not the location.
2365
« on: July 08, 2010, 03:29:54 pm »
Have you read the tutorials from the beginning? I'd recommend you do so if you haven't: It's my goal that the lessons are easy to understand, and thus I can't really explain the difference, you should read about it. However, I will say that HL is a number, such as a ram location. (HL) is whatever is stored in RAM at that location. (HL) can be used almost any place where you can use "One-Byte Register" as a parameter. If this confuses you, I highly recommend you read from the beginning
2366
« on: July 08, 2010, 03:08:31 pm »
On the RL instruction you say it moves the carry into bit 0 and bit 7 into the carry. But what happens first? it can never happen at the same time since CPU's are sequentially processing data so is it in the order you mention or the converse?
I have no idea, but that's irrelivant
2367
« on: July 08, 2010, 03:03:57 pm »
Cool: You already said in your 48 lines program that it could be optimized, would this be valid? I understand this uses DJNZ which I can not recall you mentioned in one of the earlier lessons (not that I have read them all) so this is no offense or something I just wonder IF this is valid code and if it is, would it be faster?
No offense taken  Yeah, that code would be faster. I simply want people to understand how BIT, etc. works
2368
« on: July 08, 2010, 12:57:38 pm »
Btw is it the one talking about some S.A.D techniques as you talked about on IRC earlier?
It is. Not "game playing" techniques as much as coding techniques.
2369
« on: July 08, 2010, 12:41:07 pm »
Lesson 16 is up. Now that everything is taken care of (meaning I have access to ASM Gorillas), I will be moving back to lesson 13.
2370
« on: July 08, 2010, 12:40:13 pm »
Lesson 16. I'll now be going back to lesson 13.
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