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Messages - Matrefeytontias
Pages: 1 ... 114 115 [116] 117 118 ... 133
1726
« on: August 19, 2012, 09:55:52 am »
Playable demo time ! I won't post any screenshots 'cos I won't resolved the levels for you ^^ (even they are really simple) You can download it here : http://mattias.refeyton.fr/espace-ti/gravityWalls/GRAVWALL.8xpI nearly finished the level editor, so you'll see it soon
1727
« on: August 16, 2012, 02:21:29 pm »
Big, huge, enormous update ! ^^ I've done a playable demo of the game, featuring a title screen, a fully-functionnal physic engine, 4 gravities and 3 playable levels Since I'm in holidays right now, you'll can try it Sunday or Monday
1728
« on: August 10, 2012, 09:52:03 am »
But you have to do a loop, since it only scroll one byte out ot 8 ... so you have to do a For loop in Axe, which adds several bytes to the compiled program, when a simple DJNZ statement adds only 3 bytes. My Axiom is still faster and lighter
1729
« on: August 10, 2012, 09:44:06 am »
Here is something in Axe which has the same effect as RLC. Here, I want to do RLC on the address $90D3 :{E90D3}e7 or ({E90D3}*2}→{E90D3} I let you imagine what does Axe, when we can do it in ASM with only two commands :ld hl,$90D3 rlc (hl)
1730
« on: August 10, 2012, 08:17:04 am »
Since this is just one ASM command repeated, it's way faster than Axe code, which use a lot of routines for it
1731
« on: August 10, 2012, 08:03:15 am »
For left and right scrolling, I use respectively the rlc and rrc commands. They are shifting commands, for example you have 10110101. You apply rlc on it ;the command shifts ("décaler" en Français) the bits once on the left, and previous bit 7 is stored into bit 0. So, if you do :rlc %10110101 ; % says that it's a binary number you get 01101011 Same for rrc, but for the right.
1732
« on: August 10, 2012, 06:46:54 am »
Of course you can, but it'll be slow since you can't use bit rotations and shift (what my ASM code does).
1733
« on: August 10, 2012, 05:58:42 am »
Yeah, you're right sorry ^^'
1734
« on: August 10, 2012, 05:52:49 am »
My ASM code will be faster than every Axe routine you can do for scrolling sprite, I recommend you to use it instead of doing the same thing in Axe, which will be heavier and slower. Also : now I have the collisions working ! Next, I'll implement the arrows, and it'll be them which change the gravity. I'll also add a door in order to have a fully functional first level EDIT : I joined the Axiom in *.8xv format.
1735
« on: August 09, 2012, 06:28:07 pm »
Woah, looks awesome ! You gone really far with the physics and all, so I think that you can add levels with the same elements as the first one without any problem, right ?
1736
« on: August 09, 2012, 01:27:57 pm »
Whoaaa They are beautiful ! Thank you a lot !
1737
« on: August 09, 2012, 11:39:00 am »
Up, nobody can help me ?
1738
« on: August 09, 2012, 10:55:25 am »
May we take a look at it's source? THat could be VERY useful!
Of course Here are the file axmwalls.z80 : .dw $C0DE ; Scroll down .dw scrlDEnd .db 00111111b .db 0FEh, 0 .db 0 .db 1 rorg 0 ld e, 7 ld d, 0 add hl, de ld e, (hl) ld b, 7 LoopD: dec hl ld a, (hl) inc hl ld (hl), a dec hl djnz LoopD ld a, e ld (hl), a scrlDEnd: ; Scroll left .dw scrlLEnd .db 00111111b .db 0FDh, 0 .db 0 .db 1 rorg 0 push hl ld b, 8 LoopL: rlc (hl) inc hl djnz LoopL pop hl scrlLEnd: ; Scroll right .dw scrlREnd .db 00111111b .db 0FCh, 0 .db 0 .db 1 rorg 0 push hl ld b, 8 LoopR: rrc (hl) inc hl djnz LoopR pop hl scrlREnd: ; Scroll up .dw scrlUEnd .db 00111111b .db 0BBh, 5Ah .db 0 .db 1 rorg 0 push hl ld e, (hl) ld b, 7 LoopU: inc hl ld a, (hl) dec hl ld (hl), a inc hl djnz LoopU ld a, e ld (hl), a pop hl scrlUEnd: ; Screen on .dw scrOnEnd .db 00111111b .db 05h, 0 .db 0 .db 1 rorg 0 ld a, 3 out (10h), a scrOnEnd: ; Screen off .dw scrOffEnd .db 00111111b .db 0BBh, 5Bh .db 0 .db 1 rorg 0 ld a, 2 out (10h), a scrOffEnd: .dw 0 .dw 01FCh .db 11 .db "ScrollDown(" .dw 01FAh .db 11 .db "ScrollLeft(" .dw 01F8h .db 12 .db "ScrollRight(" .dw 045Eh .db 9 .db "ScrollUp(" .dw 0Ah .db 8 .db "ScreenOn" .dw 0460h .db 9 .db "ScreenOff" These 6 commands are in the TYPE menu : [2nd] + [f(x)] / [Y=] + [→]. To use them : Scroll*direction*(Pic1
Scrolls the content of Pic1 one pixel in the given direction and re-stores it to Pic1
1739
« on: August 09, 2012, 10:35:30 am »
Well, in fact I use an Axiom I codded for this game it's just bits and bytes manipulations in the arrows' image. I did it in ASM to have fast commands.
1740
« on: August 09, 2012, 06:01:40 am »
Eeeeeer no I'm not but it's right that I took the character from Graviter and Portal X.
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