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Messages - MGOS
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136
« on: August 22, 2012, 10:01:44 am »
Here come a few issues with scrolling maps: - It needs more data; I've been thinking of four times the size of the one I already got (effectively 4x screen with 2x2 pixels); That will need a bigger save file and a bigger buffer than L3 to check collisions.
- When there is a map bigger than the screen, the program can't do collisions on the parts which are not loaded yet. This won't be a problem for the characters, since they will always be in the middle of the screen, but for the bullets. It would cause to have each bullet load its own part of the map to check for collisions, which will - I promise - let it become quite slow on a TI-83+.
Give that a thought, and let me know if you know a way to solve it. The rest won't be that hard I think, I actually might do the scrolling in asm.
137
« on: August 21, 2012, 11:14:16 am »
Update! Added: - Power-up bar as indicator for collectible items (only one at a time):
- Machine Gun (15 shots, twice as fast rate)
- Armor (decreases before health, holds 5 shots)
- Grenades to throw (hold "fire" to load, release to throw; the longer you hold, the stronger the throw; explode after 100 frames)
- Individual sprites for the character depending on the current power-up
Changed: - Power-ups shouldn't appear in areas out of range (like far above the ground)
- Minor optimization
Hadn't that much luck recording the screen shots, but I hope you get the point ;-) Split screen with scrolling will maybe added in the next version (not too soon since I'm quite busy right now). AI is quite difficult for this type of game I think. It'd have to calculate a way to the opponent / power ups, keep distance, shoot etc. But feel free to comment how you would do it Downloads for version 0.3 (ion) and the map shown in the screen shots:
138
« on: August 20, 2012, 03:51:03 pm »
Happy Birthday Juju
139
« on: August 19, 2012, 09:28:42 am »
I think link play is a must for this type of game. Are you going to add different types of weapons or scrolling maps?
I'll probably add some more collectible power-ups like weapons and armor (faster machine gun, grenades?). Scrolling maps is only possible with one screen per player, what requires ether two calcs and link or split screen.
140
« on: August 19, 2012, 07:17:56 am »
Thanks Hayleia when school starts in three weeks, there might be some changes my friends suggest. Also 200th post for me
141
« on: August 19, 2012, 06:06:05 am »
Since playing games with friends is much more fun than alone and everyone loves shooters , I decided to make another mini game for the 83+: Bullet Proof(Edit: It was actually Eiyeron who came up with the name sometime on irc, and I thought it was a nice idea. ) So what I wanted to do was a little, not too complicated platformer with decent physics and collision stuff playable on only one calc. It has got a variable key configuration, so each player can choose his keys for the control of his character. It also comes with a level editor which let's you "draw" a custom map and place the spawns of the characters. It only saves one map atm in the same appvar as the keys. Some Gameplay | The Map editor | Key configuration |
(all running at 6 mHz; sorry for bad gameplay - it's Wabbitemu) Facts & Features: - Pixel collisions
- Vertical acceleration for realistic jumps
- Stair detection
- Health power-up to regenerate damage of 5 shots
- Key settings
- Map editor
- less than 5 kb (not the current version)
Default controls (changeable): Left: Right: Jump: Fire: | Player 1: < > ^ DEL | Player 2: Sto 2 4 LN
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Next step: - Optimizing
- More Power-ups, like weapons and armor (added now!)
What I've been thinking of but isn't included yet: - Playing via link
- Bigger maps and scrolling
Controls of the editor: - Move cursor:
- Add blocks:
- Remove blocks:
- Clear all:
- Save and set spawn points:
- Confirm spawns:
- Display current spawn points:
| Arrow keys F1 F2 F3 F4 2nd F5
| -> Current versionDownload this version:
142
« on: August 11, 2012, 12:04:34 pm »
Thanks for the answer. I didn't knew the stuff with IY. IX is usable, right? So I think I'm able to replace IY with something else. I don't think you meant to do djnz -9. The assembler will try to send control to address $FFF7, and since djnz has only a 256-byte relative jump range, that can basically be anywhere in a 256-byte block surrounding the routine depending on where the routine is located.
I think you meant to do djnz double. Same thing with the jr nz stuff. The assembler calculates the appropriate offset for you.
I don't have an assembler, I do it by hand and Runer's IRC bot. So I just count the bytes to jump (-2 of the opcode of course). Edit: to complete this topic, I add calc84maniac's correct and optimized version of it. I forgot to increment the pointers. ld hl,($89EA) ; get the location of file ld ix,$988A ; get location to write ld bc, 26*256+6 ; row counter in B (26), column counter in C (6) outerloop: push bc innerloop: ld e,(hl) ; get element of file ld b,8 ; initialize second loop double: rrc e ; get a bit of e in carry rr d ; shift that in d rra ; shift also a sra d ; duplicate bit and shift once more rra djnz double ; repeat "double" for each bit ld (ix+0),d ; write first half ld (ix+1),a ; second half ld (ix+12),d ; next line ld (ix+13),a inc hl ; next file byte inc ix ; next column inc ix ; next column dec c ; count one down (each 6 bytes there has to be a line skipped) jr nz,innerloop ld c,12 ;B is already 0, so BC=12 add ix,bc ; add 12 to skip next line pop bc ; restore row counter and column counter djnz outerloop Now I just need to make it work the other way round.
143
« on: August 11, 2012, 10:54:29 am »
Hey guys, this is my first real try on Asm, I need it to embed in an axe program. It takes a 156 byte file located where theta ($89EA) points to, should scale it with factor 2 and write it to AppBackUpScreen, starting at L3+24 ($988A). I use IX for read and IY to write. It converts each byte of the input to 2 bytes by shifting. 10011101 becomes 1100001111110011 etc.
ld de,6 ; byte counter for lines, each 6 bytes next line ld ix,($89EA) ; get the location of file ld iy,$988A ; get location to write ld b, 156 ; counter init loop: ld a,(ix+0) ; get element of file ld hl,0 ; reset hl ld c,b ; backup b for second loop ld b,8 ; initialize second loop double: rrca ; get a bit of a in carry rr l ; shift that in l rr h ; shift also h sra l ; doublicate bit and shift once more rr h djnz -9 ; repeat "double" for each bit
ld (iy+0),l ; write first half ld (iy+1),h ; second half ld (iy+12),l ; next line ld (iy+13),h dec e ; count one down (each 6 bytes there has to be a line skipped) jrnz 9 ; execute only if counter 0, otherwise jump to else ld de,12 add iy,de ; add 12 to skip next line ld e,6 ; reset counter else: ld b,c ; get backup of main counter djnz -43 ; jump back to loop to repeat if counter finished
First of all, it isn't working exactly correctly, but it doesn't crash immediately. Where is my logical mistake? Secondly, it makes things weird on my calc (83+). I have to clear ram each time. Are there any things that you need to do when using these registers? Backup them? How?
I'm quite a noob in asm, so please excuse when I'm doing things really stupid. Asm was the only way I could think of solving this fast.
144
« on: August 09, 2012, 03:51:32 pm »
Wow, that looks extremely awesome so far with some very familiar stuff . What is the gun for?
145
« on: August 08, 2012, 04:18:33 am »
Maybe Hearts (like the windows game)
146
« on: August 06, 2012, 09:55:03 am »
the name is zStart83 in the app menu, so I hope it was the right one and the rest, like to run things on ram clear works (I tested it with that lol)
147
« on: August 06, 2012, 07:47:31 am »
I don't get what you mean - I enabled the axe parser hooks with zstart, that's everything. edit: It also crashes when I disable them.
148
« on: August 06, 2012, 07:22:49 am »
Maybe you have any other hooks installed that may not play nice with zstart?
I don't think so. Just the Axe parser hooks. I don't have any shells or other apps.
149
« on: August 06, 2012, 05:26:18 am »
I finally got around testing this app on my 83+, mainly because of the awesome shortcuts for programming. Hats off, this is great. I'm having trouble with the On + Vars auto archiving. It displays "Archiving" on the right side of the screen for a moment, then strange pixels appear at the left and the top of the screen, then crash, Ram clear, the data in ram wasn't saved. (I had a backup, I expected everything to happen ^^) The rest seems to work fine for me (what I've tested so far).
150
« on: July 28, 2012, 03:50:14 am »
As always: Awesome power metal, just saw it in my subs on youtube. Can't wait to listen to the rest of the album.
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