Author Topic: Chip's Challenge- Asm (!)  (Read 236438 times)

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Offline simplethinker

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Chip's Challenge- Asm (!)
« on: July 19, 2009, 09:19:29 pm »
I believe my asm knowledge is decent enough to write a game with it.  Thus, as you can guess from the title, I'm going to try and make an assembly version of Chip's Challenge!

Due to the fact it will be written in assembly, this will enable me to add in a few features beyond what the Basic version is/will be capable of (there are more but I forgot everything I was going to say):
- A timer for all calc models
- Enemies
- Better speed
- (possibly/probably) grayscale

So far, over the last couple days I've written a tilemapper, converted a few levels to an asm format (no more damn matrices or strings!), and implemented a basic movement engine (including some tile effects).  I'm really motivated to work on this now, so I should progress fairly quickly (at least initially).

And before anyone asks, I'm not sure if this will be an app or a program.  In the plans I have for the movement engine, I've already put in some SMC, but I'm not sure if that will stay there.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline noahbaby94

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Re: Chip's Challenge- Asm (!)
« Reply #1 on: July 19, 2009, 09:34:48 pm »
Cool I was wondering about this and it's progress sometimes basic just can't do everything.
That's what she said!!!

Offline simplethinker

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Re: Chip's Challenge- Asm (!)
« Reply #2 on: July 19, 2009, 10:14:53 pm »
Cool I was wondering about this and it's progress sometimes basic just can't do everything.
The Basic version isn't dead, just on hold.  I've been in a rut lately, and haven't made many changes besides finishing up the tile actions and redoing the HUD, so I decided to see what I could come up with in assembly.

I'll definitely finish up the Basic version since I've already put so much work into it, so don't worry ;)
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline Geekboy1011

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Re: Chip's Challenge- Asm (!)
« Reply #3 on: July 20, 2009, 11:46:29 am »
awsome cant wait till it comes out and i wish you luck :)

Offline calc84maniac

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Re: Chip's Challenge- Asm (!)
« Reply #4 on: July 20, 2009, 04:44:05 pm »
Aw, did you have to go and accidentally steal my idea like that? :P
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Eeems

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Re: Chip's Challenge- Asm (!)
« Reply #5 on: July 20, 2009, 06:32:51 pm »
wow can't wait to see some more progress!
good job Simplethinker
/e

Offline simplethinker

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Re: Chip's Challenge- Asm (!)
« Reply #6 on: July 20, 2009, 06:39:46 pm »
Aw, did you have to go and accidentally steal my idea like that? :P
What idea?
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline Iambian

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Re: Chip's Challenge- Asm (!)
« Reply #7 on: July 20, 2009, 08:26:18 pm »
I guess there's no better time than to break it now.

calc84maniac is starting work on an 8 level grayscale version of Chip's Challenge.

Personally, I can't understand how he's doing it, but oh, well. He's doing it.
A Cherry-Flavored Iambian draws near... what do you do? ...

Offline calc84maniac

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Re: Chip's Challenge- Asm (!)
« Reply #8 on: July 20, 2009, 09:39:27 pm »
Yeah, though it seems you're a bit farther than me in terms of gameplay. I currently only have a tilemap displayer (and due to my vacation, I can't resume work until August). Not to hijack the thread or anything, but this is the screenshot: http://otbp.tifreakware.net/images/chip.gif

Just to clarify, I first got this idea last year for the Cemetech Puzzle Contest, but I was too lazy to do anything other than a grayscale image viewer.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Eeems

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Re: Chip's Challenge- Asm (!)
« Reply #9 on: July 20, 2009, 09:43:20 pm »
maybe you guys could coordinate efforts?
looks good btw calc84maniac
/e

Offline calc84maniac

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Re: Chip's Challenge- Asm (!)
« Reply #10 on: July 21, 2009, 07:57:21 am »
Well, props to you if you can make one that works in 6MHz. Mine certainly won't. The screen updates will probably take about 60% of the CPU time, if my mental calculations are correct. Heck, maybe you could even smooth-scroll like on the original Atari Lynx version. :)
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline simplethinker

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Re: Chip's Challenge- Asm (!)
« Reply #11 on: July 22, 2009, 11:22:47 am »
maybe you guys could coordinate efforts?
I'm using this as an opportunity to use and improve my Asm knowledge, so working with someone else would mean less for me to do.

Well, props to you if you can make one that works in 6MHz.
I don't have enough asm experience to write any features that would require a 15MHz processor :P

Quote
Heck, maybe you could even smooth-scroll like on the original Atari Lynx version. :)
I'm going off of the PC version, so the tilemap and the sprites are aligned (which is one of the reasons I decided that Chip's Asm is within my abilities).
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline DJ Omnimaga

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Re: Chip's Challenge- Asm (!)
« Reply #12 on: July 22, 2009, 07:45:47 pm »
Nice, I do hope this gets finished. I assume this one will have more levels?

Offline simplethinker

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Re: Chip's Challenge- Asm (!)
« Reply #13 on: July 22, 2009, 08:53:34 pm »
Updates (already!)
- I've got most of the kinks worked out in the tilemapper, so that won't need to be changed until I get to the grayscale.
- All sprites/tiles are done.
- All items and doors are programmed in.
- I'm almost done with the basic movable block stuff (everything short of what happens when the blocks go on ice)
- Levels 1 and 2 are done and playable :)

The only problem so far is that I need to insert 250,000 clock-cycles worth of nop's to slow it down enough to be playable :D

Nice, I do hope this gets finished. I assume this one will have more levels?
Definitely.  Many of the levels that will be left out in the Basic version (mostly due to enemies) are possible in assembly.  Plus, the memory taken by storing the maps in the asm version will be less than half that of the Basic version.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%