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Omnimaga
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TI Z80
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Hunt z80 port
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Topic: Hunt z80 port (Read 19483 times)
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Eeems
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Hunt z80 port
«
on:
January 25, 2010, 10:36:25 pm »
So I made a simple game a little while back called hunt. The object of the game was to occupy the same space as the prey 99 times and in essence killed it. So as a few of you know I've been learning ASM and so with what free time I can get I've started to port Hunt to asm. So the actual game engine is done, but there is only one difficulty which is pretty easy, and you only have to hit it 20 times. Currently I am making the menu and fixing up the code.
Here is a screenshot and the game, it's noshell so just run it with asm(prgmPROGRAM
Tell me what you think
«
Last Edit: January 25, 2010, 10:52:43 pm by Eeems
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{AP}
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Re: Hunt z80 port
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Reply #1 on:
January 25, 2010, 10:57:29 pm »
What in the world is up with that screenshot? O.o
(I'll try it out though.)
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Eeems
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Re: Hunt z80 port
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Reply #2 on:
January 25, 2010, 10:58:56 pm »
No idea
it didn't look like that when I recorded it
must have the framerate up too far
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{AP}
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Re: Hunt z80 port
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Reply #3 on:
January 25, 2010, 11:03:21 pm »
Anyway, just tried it out.
Interesting, but actually hurting the thing is difficult... never seems to get hurt while ON him, but only when we go through eachother.
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Eeems
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Re: Hunt z80 port
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Reply #4 on:
January 25, 2010, 11:05:12 pm »
Yeah I noticed that, no idea why though
I might have to put the damage check somewhere else in the code
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DJ Omnimaga
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Re: Hunt z80 port
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Reply #5 on:
January 25, 2010, 11:37:37 pm »
Wow at first I thought you moved to Casio CFX9850G calc programming with the colors
I guess I'll have to try it
EDIT: Mhmm interesting, altough it seems a bit glitchy as {AP} described, I was on the enemy and he rarely took damage
Glad you are learning ASM tho, I am happy you could get the grasp of some stuff alerady too. I guess it's a good thing since you don't have much access to a calculator at home atm...
«
Last Edit: January 25, 2010, 11:44:32 pm by DJ Omnimaga
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Eeems
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Re: Hunt z80 port
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Reply #6 on:
January 26, 2010, 12:04:27 am »
lol
well I have a new screenshot that should work better
yeah
I haven't been able to fix that yet for some reason though
yeah
well I already a some knowledge of asm before though
EDIT: lol, wow nope. I guess I'll have to use the old wabbit for screenshots
«
Last Edit: January 26, 2010, 12:05:21 am by Eeems
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DJ Omnimaga
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Re: Hunt z80 port
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Reply #7 on:
January 26, 2010, 12:33:15 am »
mhmm I think he tried to fix contrast in screenshots. He might have messed something up
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Eeems
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Re: Hunt z80 port
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Reply #8 on:
January 26, 2010, 01:06:09 am »
nope
just slowed down the framerate
didn't work
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DJ Omnimaga
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Re: Hunt z80 port
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Reply #9 on:
January 26, 2010, 01:08:10 am »
I was talking about Buckeye Dude
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Eeems
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Re: Hunt z80 port
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Reply #10 on:
January 26, 2010, 01:35:40 am »
oh
lol sorry
well here is the menu'd one
but for some reason the ai broke
oh well marvel at the menu
edit: also here is the original game
http://www.cemetech.net/forum/viewtopic.php?t=3625
«
Last Edit: January 26, 2010, 02:03:21 am by Eeems
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Eeems
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Re: Hunt z80 port
«
Reply #11 on:
January 26, 2010, 04:45:38 pm »
ok, so here is the most recent version, the menu works fine, and the AI is fixed
also quits back to menu
source is included.
I'm using ion's iRandom routine for the AI but it doesn't require ion, I included the routine, so it's still no-shell
hope you like it!
EDIT: small update, more organized zip, and a readme. Also changed the win text a little.
«
Last Edit: January 26, 2010, 05:12:28 pm by Eeems
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ztrumpet
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Re: Hunt z80 port
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Reply #12 on:
January 26, 2010, 05:17:10 pm »
Eeems, I tried the most recent one in Wabbit (The one I've always used used) and got this:
I don't know why, though.
«
Last Edit: January 26, 2010, 05:17:29 pm by ztrumpet
»
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Eeems
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Re: Hunt z80 port
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Reply #13 on:
January 26, 2010, 05:17:53 pm »
umm, wierd I'll fix that
EDIT Fixed
«
Last Edit: January 26, 2010, 05:20:01 pm by Eeems
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Galandros
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Re: Hunt z80 port
«
Reply #14 on:
January 26, 2010, 05:30:01 pm »
This topic is full of bugs.
Anyway an ASCII game in assembly is not an idea I didn't have already.
Maybe we could explore some new effects in ASCII using ASM. One of the things could be using an custom font 4x4 or other size.
I can't get other ideas right now...
PS: maybe something massive like lots of enemies moving around... There is an absurd amount of speed to spend on graphics. Maybe even ASCII grayscale? This is getting insane. Weregoose showed a curious picture of possible grayscale with TI font 8x8 font on UTI.
«
Last Edit: January 26, 2010, 05:32:04 pm by Galandros
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Hunt z80 port