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Messages - chickendude
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61
« on: April 11, 2015, 10:50:52 am »
Is there any reason you aren't using smooth(er) scrolling? I imagine everything is still aligned, but it looks like you're shifting in blocks of 8, i imagine to make scrolling easier. But now that you've gone black and white smoother scrolling shouldn't be an issue. Scrolling 2 pixels at a time would be plenty fast and look much nicer in my opinion.
Anyway, i'm really happy to see this being worked on again. And it's nice to see you back Zera/Escheron!
62
« on: April 11, 2015, 10:03:16 am »
I was just wondering what was going on with this project, glad to see you working on it again!
63
« on: April 11, 2015, 10:01:15 am »
A lot of Xeda's math stuff could probably be useful. I don't really use bcalls for stuff other than messing with memory, so i can't think of any other ideas. I'm not sure if this is essentially what you did, but GrBufCpy could use a speed bump too. EDIT: Just realized "speed bump" might be misinterpreted, i meant a speed "boost"
64
« on: April 01, 2015, 12:51:42 am »
It's a hook It just sets the key delay counter ($8442) to one.
65
« on: March 29, 2015, 12:26:01 pm »
Programming the Z80 was released for free by the author, you can download a pdf from z80.info. It's a nice book, but these sorts of books tend to be a bit drier and more technical. As others have mentioned, it's not written with the calculators (or game programming) in mind. Personally, i'd recommend printing out 28 Days and following that up with Rodney Zaks' book if you want something more comprehensive, but if you're having trouble with the current z80 tutorials out there i think you will find that book just as confusing if not more. The introduction on the hardware of the z80 is really interesting and worth reading, though. http://www.z80.info/z80books.htm has a list of books, but i've only looked at Rodney Zaks' book. The "Spectrum Machine Language for the Absolute Beginner" book looks promising for an introduction to z80 assembly, though.
66
« on: March 29, 2015, 11:57:36 am »
I kinda like the name. If you want to change it go for it, but i think Source is nice.
67
« on: March 29, 2015, 11:54:21 am »
Wow, really great to see you around (for a day, at least!). If you don't come back to this, one of the other Axe gurus (Matrefeytontias? Hayleia? *nudge*) needs to pick it up
68
« on: March 29, 2015, 11:47:43 am »
I doubt keypresses will be causing your crash unless you don't handle "other" keys. Generally that just means jumping back to the main loop if no keys were pressed. The key value in a getting modified would just cause your character to move left instead of down, for example, not crash. I would put everything after the title screen (which looks much better now in my opinion!) and pick one thing to work with. For example, get your grayscale stuff set up and running and then draw a sprite. Then use that sprite routine to render a predefined list of objects to the screen. Once that's done and working correctly, create another routine to populate the objects list. And so on. One part at a time, with testing and debugging at each stage. You can use the code you've written as a basis for what to do next, but you really need to go one routine at a time. The first post in this thread was almost two months ago and you still haven't been able to debug it past the title screen Anyway, if there's anything i/we can do to help, don't hesitate to ask. I've even installed Mono!
69
« on: March 16, 2015, 06:55:45 am »
There is a way to get access to the font data, though, eg. using the _LoadPattern bcall. You put the character you want in a and the sprite gets loaded to lFont_record (that's an L) if you are using the large font, to sFont_record if you're using the small (_vPutS) font. The first byte is the width of the character, the next seven bytes are the character's sprite. That just loads one character at a time, but you could presumably loop through all the characters and save them into saferam if you really wanted to. The bcall might even set hl to lFont_record for you to make an ldir easier.
70
« on: March 13, 2015, 09:50:46 am »
I guess "touched" means when you poke the screen with your finger. I don't know anything about webdev though. I'll happily help you figure out what's crashing after the title screen, i'll even try setting Brass up (though i'd much rather use spasm ).
71
« on: March 13, 2015, 09:45:27 am »
Cool, i didn't realize there was an AI at first. That definitely makes the game much more interesting, nice work ben_g!
72
« on: March 13, 2015, 09:40:55 am »
So... pimath, are you an asm guru yet? Ask us some questions!
73
« on: March 08, 2015, 11:18:36 am »
I prefer spasm, personally. Anyway, if you've got any questions ask away. I've been wanting to work on a general z80 games programming guide for a while, so maybe i can get a better idea of what people find difficult
74
« on: March 06, 2015, 12:01:09 am »
You'll need to use direct input to read the keys. Though you will probably need to at least use some ion calls, like ionFastCopy to draw the graph buffer and ionPutSprite to draw a sprite to the screen. You could write your own sprite routine that wouldn't be too hard if you kept it aligned (meaning you can only draw to x multiples of . Writing your own fastcopy routine isn't too hard if you know how the LCD ports work, but it's probably beyond the scope of this project. You can use direct input to either read the numbers 0-9, if the number is correct, display a check sprite or something, if in correct, display an x sprite. You can also use the up and down arrows to increase and or decrease the number you want to choose. Doing this without any external routines makes this program much more complicated. That or much more boring, as nothing will get drawn to the screen. The screen will be blank until you guess the correct number and then exit.
75
« on: March 05, 2015, 07:21:40 am »
That "one in ten million" is when bc = 1? How does pipelining work for an instruction like ldir (or any of the other repeat instructions)?
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