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Messages - chickendude

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721
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 06, 2012, 12:34:34 am »
Wow... This looks amazing! The world you have already looks really big and intense. I can't wait to see how this will turn out!

722
ASM / Enemies and objects
« on: June 05, 2012, 02:10:20 pm »
Currently what i do is just load a list of enemies when i go to load the map and run through and update the entire list each frame. Really it doesn't take so long and even with maybe 20 enemies the slow-down isn't that noticeable, but i think i will probably just build them into the map so that they are triggered when you reach a certain tile. I'm not sure how large the final levels will be. Anyway it wouldn't be too difficult to do, i've just been lazy and not really sure if there are better ways to do it.

I've also never done enemy routing/paths, will i need to touch any trig? Right now the enemies just kinda fly around and bounce off the walls, which i think is pretty interesting and a little funny even but maybe not so practical for the final game.

I guess it's not really anything i desperately need help with as most of the code's already written, but it'd be fun to talk about something here and hear your ideas (and not just ASM programmers, since i imagine the concept would be basically the same), i learned a lot from the old tilemap discussions over at RevSoft and MC.

723
ASM / Re: Sprite is not showing up right
« on: May 21, 2012, 04:37:20 am »
Also, why do you push bc/de at the start of the program? I've never heard of the _displayImage BCALL before either, i'd recommend checking out ion's putsprite routine (copying/pasting the code into your program somewhere):
Quote
ionPutSprite:
   Draw a sprite to the graph buffer (XOR).
   Input:   b=sprite height
      a=x coordinate
      l=y coordinate
      ix->sprite
   Output:   Sprite is XORed to the graph buffer.
      ix->next sprite
   Destroys: af bc de hl ix

Code: [Select]
putSprite:
    ld    e,l
    ld    h,$00
    ld    d,h
    add    hl,de
    add    hl,de
    add    hl,hl
    add    hl,hl               ;Find the Y displacement offset
    ld    e,a
    and    $07               ;Find the bit number
    ld    c,a
    srl    e
    srl    e
    srl    e
    add    hl,de             ;Find the X displacement offset
    ld    de,gbuf
    add    hl,de
putSpriteLoop1:
sl1:    ld    d,(ix)             ;loads image byte into D
    ld    e,$00
    ld    a,c
    or    a
    jr    z,putSpriteSkip1
putSpriteLoop2:
    srl    d                  ;rotate to give out smooth moving
    rr    e
    dec    a
    jr    nz,putSpriteLoop2
putSpriteSkip1:
    ld    a,(hl)
    xor    d
    ld    (hl),a
    inc    hl
    ld    a,(hl)
    xor    e
    ld    (hl),a              ;copy to buffer using XOR logic
    ld    de,$0B
    add    hl,de
    inc    ix                   ;Set for next byte of image
    djnz    putSpriteLoop1
    ret

If your program is just drawing one line, like thepenguin said it's probably from bad parameters that you're passing to the BCALL and drawing only the first row of the sprite.

724
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: May 07, 2012, 11:46:20 am »
Yep, job opportunity, nothing terribly exciting though :) And yeah, Chinese has been a bit difficult, mostly the vocabulary, but i think debugging some of my programs is often more difficult! I'll probably speak Chinese perfectly by the time i finish all my projects :P

725
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: May 07, 2012, 11:34:39 am »
Ah.. still getting used to being here and work has had me much busier than i thought, i haven't had much time at all for any of my projects here. I actually moved to China so learning Chinese has been my biggest priority since arriving, though haven't had much time for that either :P I've got the source sitting on my laptop here and have started looking through it trying to find my feet, but haven't started writing any new code yet.

Hopefully people will excuse me for spending more time on my ("our") other little project for the time being :)

726
Project M (Super Mario) / Re: Project M updates?
« on: May 07, 2012, 11:17:08 am »
Calc84Maniac, i would really love to read through your source code some time, especially because i'm working on a somewhat similar project now and you seem to have a much better z80 mind than i do, it'd be really cool to see how you handle things.

727
C'est super le tuto, persalteas et Xeda !

728
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: May 06, 2012, 01:44:32 pm »
I'm still around, too, but got distracted by another little project and moving to the other half of the globe ;) I've been afraid to stop by for fear of getting tossed out :P

729
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: February 14, 2012, 04:55:48 pm »
Awesome, sounds good. Just stopping by to let everyone know i'm still alive ;)

730
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: February 04, 2012, 05:36:34 pm »
I started working my way through the first page, but it might be a little while before i can really dive in (as i said, i'm in the process of moving), but i'm excited to start :)

731
Other Calculators / Re: History of the TI community
« on: February 03, 2012, 05:35:29 pm »
There was also Kirk Meyer who did a lot of work on the 86 and made the awesome 3D graphing app for the 83+. They also got the cease and desist letter for programming Monopoly 86, though i was never exactly sure if it was true or not...

732
Other Calculators / Re: History of the TI community
« on: February 03, 2012, 04:47:39 pm »
I remember Bill Nagel mostly coding for the 83, they were one of the early ASM programmers (ticalc shows their programs being released mostly in 1997/1998) and developed AShell for the 83. For some reason i remember Penguins also featuring sound, but my memory may be failling me a bit there...

733
Other Calculators / Re: History of the TI community
« on: February 03, 2012, 02:21:12 pm »
Magnus was one of the old ticalc staff members :)

734
Other Calculators / Re: History of the TI community
« on: February 03, 2012, 02:04:38 pm »
I can only wonder how many of us learned asm with AsmGuru :P Ah, and Bill Nagel! Who could ever forget Penguins (or Jimmy MÃ¥rdell's Sqrxz (Skwerks?)), before a decent Mario-clone came out? They still stop by from time to time, but Dwedit/Dan Weiss has done a lot of amazing things, too. And i wonder if Joltima 2 was ever written for the GBC...

Patrick Davidson's site has a bunch of links/info on the TI community's history, too:
http://www.ocf.berkeley.edu/~pad/

EDIT: Whoaah! Looking for info on Joltima II i stumbled across this:
http://www.emudesc.net/foros/gbc/116474-infinity.html

It looks like Joltima II was started by Affinix Software (you can see Justin there in the about page) and after starting work on it they sorta ditched it and used it as the base for a new RPG: Infinity. Check out the video's there, it looks really nice. Unfortunately it wasn't ever finished, though they said they were thinking of releasing a ROM of the game, but it doesn't appear they've ever done that. It's a bummer it wasn't finished, it seems it's mostly because the GBC started losing ground to the GBA and no one wanted to publish it. I guess that pretty much puts an end to a question that's been haunting me for years :P

735
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: February 02, 2012, 02:28:03 pm »
Don't worry about it, i'm looking through now to find where i can stick my foot in ;) And when you say IRC, what channel are you talking about, just at the top of the page?

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