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Messages - Matrefeytontias

Pages: 1 ... 114 115 [116] 117 118 ... 133
1726
TI Z80 / Re: [Axe] Gravity Walls
« on: August 19, 2012, 09:55:52 am »
Playable demo time ! :D

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.8xp

I nearly finished the level editor, so you'll see it soon ;)

1727
TI Z80 / Re: [Axe] Gravity Walls
« 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 :D

Since I'm in holidays right now, you'll can try it Sunday or Monday ;)

1728
TI Z80 / Re: [Axe] Gravity Walls
« 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 :P

1729
TI Z80 / Re: [Axe] Gravity Walls
« 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 :
Code: [Select]
{E90D3}e7 or ({E90D3}*2}→{E90D3}I let you imagine what does Axe, when we can do it in ASM with only two commands :
Code: [Select]
ld hl,$90D3
rlc (hl)

1730
TI Z80 / Re: [Axe] Gravity Walls
« 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
TI Z80 / Re: [Axe] Gravity Walls
« 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 :
Code: [Select]
rlc %10110101 ; % says that it's a binary number
you get
01101011

Same for rrc, but for the right.

1732
TI Z80 / Re: [Axe] Gravity Walls
« 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
TI Z80 / Re: [Axe] Gravity Walls
« on: August 10, 2012, 05:58:42 am »
Yeah, you're right sorry ^^'

1734
TI Z80 / Re: [Axe] Gravity Walls
« 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 ! :thumbsup:



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
TI Z80 / Re: Axio Man!
« 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
Art / Re: [Sprite request] Kirby
« on: August 09, 2012, 01:27:57 pm »
Whoaaa :D They are beautiful ! Thank you a lot !

1737
Art / Re: [Sprite request] Kirby
« on: August 09, 2012, 11:39:00 am »
Up, nobody can help me ? D:

1738
TI Z80 / Re: [Axe] Gravity Walls
« 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 :
Code: [Select]
.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 :
Code: [Select]
Scroll*direction*(Pic1

Scrolls the content of Pic1 one pixel in the given direction and re-stores it to Pic1

1739
TI Z80 / Re: [Axe] Gravity Walls
« on: August 09, 2012, 10:35:30 am »
Well, in fact I use an Axiom I codded for this game :P it's just bits and bytes manipulations in the arrows' image. I did it in ASM to have fast commands.

1740
TI Z80 / Re: [Axe] Gravity Walls
« on: August 09, 2012, 06:01:40 am »
Eeeeeer no I'm not :D but it's right that I took the character from Graviter and Portal X.

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