Yeah, that's what i was thinking about the indirection, being able to store an address in a variable and read data from the address stored in that variable, and not the address number. It seems like a kinda roundabout way of doing things but i think it'd be really useful. I'm curious how the cpi statement would be, though. I think it'd be convenient to have cpi(ind_addr,addr) and cpi(ind_addr,const) but that's backwards from the normal instruction set (cpi(addr,ind_addr)). Anyway, with indirection you can do lots more cool things
Very cool! Now how would you handle collision detection?
EDIT: And one of my ideas was just to use the LSB as the tile id in your tilemaps instead of multiplying it by 8 and calculating the offset. Then you could just do something like pop(sLSB0).
Well the image isn't an actual tilemap, it's just me copying the sprite over a few times. What i wanted to do is read map+0, check what value it is and draw the appropriate sprite. Then read map+1, map+2, etc. Essentially read a tilemap from memory, but i couldn't figure out how to do it. You can check a specific byte in memory, but can you check what (map) is, then what (map+1) is, etc. ? Maybe my mind just froze up and i'm missing something super simple.
You must have turned me into a metapod, because I just used harden Edit: Oh, you mean't buying video games not pick up lines, I will see myself out.
This is my favorite post in the thread!
As for my best video game pickups, i've gotta say: 1. Phoenix 2. Bubble Bobble 3. Joltima 4. BomberKids 5. Lotus Turbo Challenge
...all picked up around 2000/2001 for a grand total of.. nothing (unless you count the effect they had on my grades)!
If it's gotta be something you paid for, i'd say getting a brand spanking new copy of Legend of Legaia for $15 in 1999 is up there.
EDIT: Also, a new copy of the GC version of Phantasy Star Online for $20 in 2003 was another game i bought on a whim that sucked hours and hours of my life away.
What do you mean draw a string? Just print text? I also tested out AsmDream but i just can't get used to its syntax, i think for now i'm going to stick with the computer
I just looked through the technical info and it's very well put together. Let's get some more sample games!
EDIT : Also, what instructions can currently be used with c/z flags? To make defining things easier, we could do something like: lda = 0 adda = 1 adca = 2 ;... etc. c = 64 z = 128 ;... #define lda(addr1 , addr2) .db lda,addr1,addr2 #define ldac(addr1 , addr2) .db lda+c,addr1,addr2 #define ldaz(addr1 , addr2) .db lda+z,addr1,addr2
EDIT2 : So i've been trying to figure out how to get a simple tilemap working but i can't think of how to do it without registers Here's what i've got so far, a fake tilemap setup:
start: ldirc(keyMask,2);keyMask, spriteMask .db %0100011,%1;enable key groups 0 and 1, sprite0 ldirc(sLSB0,5) .dw $100+sprite \ .db 0,0,2 ldirc(mapX,4) .db 0,0,12,2 tilemap: orc(status,2);tell the status port to draw the sprites addc(sX0,8) deca(counter1) togz() jrbz(tilemap) ldc(counter1,12) ldc(sX0,0) ldc(sY0,8*7) deca(counter2) togz() jrbz(tilemap) ldc(sY0,8*6) loop: orc(status,2);tell the status port to draw the sprites orc(status,3);tell the status port to update the LCD, then draw the sprites bits(key0,jkDown BIT) incaz(sY0) bits(key0,jkUp BIT) decaz(sY0) bits(key0,jkLeft BIT) incaz(sX0) bits(key0,jkRight BIT) decaz(sX0) cpc(key1,jkClear) ldcz(status,$80) jrb(loop)
The grizzles weren't usually what killed me, though it did happen, especially in the beginning. I honestly think 4 (or 5) shields is a good number. For the nukes, it would be nice to have a second animation (two more 16x16 bomb clouds) on either side of the grizzle just to give you an idea. Having deaths take away shields is another option, and like you said 6 shields might be better in that case. I'm currently working my way back from the start after turning the calc off during a _GetKey mid-program to see what happened
Dunno, they don't really have a section for programs in different languages, if a program offers more than one language it's usually packed together in the same file. I guess we can just ask them what to do. There's also bug fixes and optimizations and things we could take care of. I always thought smoothscrolling would be a nice feature, too, and some of the menus aren't that pretty.
So i somehow missed this before! Just loaded this to my 83+ and it's really cool, you get lots of exposure with the words. Here are some of my thoughts: - When beating a level or losing, you've got a _GetKey call (and turning the calc off will crash ) which is just kinda weird since everywhere else you can use 2nd to advance. - The keys on the main menu aren't exactly intuitive, i tried using the arrow keys to change level packs and 2nd to pick a level. Not really an issue though - Watch out for those nukes! It's a little hard to tell exactly how far away you need to be to nuke one of the Gruzzles. Most of my deaths were self-induced - It's a little frustrating having to start from scratch whenever you die, especially if you've nuked yourself or stepped on water or something silly like that. What about having a number of chances to get through a level (say 3) where you can die twice without losing your progress, if you die a third time you have to start that level over from scratch?
I forgot what else i wanted to say! Overall i think it's really cool, i wasn't sure how i was going to feel about the lack of physics but it's actually kinda cool being able to fly around. The controls are really quick and responsive. Sometimes the worlds feel really huge, though i don't know if that's good or bad I like how all the words in the foreign language reappear even if you've already collected that word, you get lots of exposure to the words. Right now i think the biggest thing is just the feeling you get when you die and have to collect all the words over again. At first i died quite a bit but quickly figured things out, i still nuke myself quite a bit and having to start over when you've already collected 4 or 5 words just kinda sucks
Anyway, very cool and i'll try to put together some Spanish packs and if i can figure out how to fit some Chinese characters into 16x16 sprites maybe we can have a little Chinese pack (though i think a Chinese pack would be better with characters and pinyin, rather than English translations).
If you've got an idea on how to best translate the menu, we can add that in easily enough. The reason it's not translated is because they're actually sprites, not text. I thought: "Statut", "Item/Objet", "Cherch" (i don't think chercher will fit) and "Magie"?