Author Topic: Hunt z80 port  (Read 19631 times)

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Offline Eeems

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Re: Hunt z80 port
« Reply #15 on: January 26, 2010, 05:32:12 pm »
lol, yeah :P

lol, well I'll get to that sometime, right now I'm just trying to learn the basics of ASM. What do you think of the gameplay? and the source?
/e

Offline DJ Omnimaga

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Re: Hunt z80 port
« Reply #16 on: January 26, 2010, 05:49:03 pm »
Now I get ERR:INVALID when running Asm(prgmHUNT

Offline Eeems

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Re: Hunt z80 port
« Reply #17 on: January 26, 2010, 05:54:04 pm »
x.x wow, I'll fix that

EDIT: there you go
« Last Edit: January 26, 2010, 06:00:43 pm by Eeems »
/e

Offline DJ Omnimaga

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Re: Hunt z80 port
« Reply #18 on: January 26, 2010, 06:04:38 pm »
cool it works!

Btw, a bug: When you win then play again without exiting game, the enemy count is at 255 instead of 20. Also, if for example I always stay at the top, the enemy always seems to remain at the top of the screen

Offline Eeems

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Re: Hunt z80 port
« Reply #19 on: January 26, 2010, 06:07:08 pm »
lol oops, and yeah I noticed that, it's kind of wierd, I'll have to figure out a way to fix that

EDIT: fixed both, my random number thing wasn't going high enough, and I wasn't resetting the health x.x

EDIT2: uploaded an even better version, harder settings give them more health as well as speed :p

EDIT3: added a build info menu item, so you can check the version that's all that was done in this update
« Last Edit: January 26, 2010, 06:55:38 pm by Eeems »
/e

Offline DJ Omnimaga

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Re: Hunt z80 port
« Reply #20 on: January 26, 2010, 07:08:22 pm »
Cool ^^

Offline Eeems

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Re: Hunt z80 port
« Reply #21 on: January 26, 2010, 07:12:25 pm »
hope you like it!
any more bug reports?
anything you want added?
I will be adding "trees" that you can't move on top of later
/e

Offline {AP}

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Re: Hunt z80 port
« Reply #22 on: January 26, 2010, 08:03:22 pm »
Trees sound fun... but first. Reset the move counter after each match, mate.
After a couple of games I noticed I was starting an easy game with over 1000 moves already there. =P

Also, you have it damaging right, but you have to move again after the damage to get it to show up.
Not a big problem. Just pointing it out.

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Re: Hunt z80 port
« Reply #23 on: January 26, 2010, 08:04:40 pm »
I wonder if in ASM, the dual layer ASCII BASIC trick could be easily applied without too much flickering...

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Re: Hunt z80 port
« Reply #24 on: January 26, 2010, 08:10:44 pm »
lol, oops, the one counter I forgot to reset x.x
I'll try to get tree's added tomorrow. the move again is because it checks at the start of the loop, I guess I could add it to the end...
hmm, well it could work. which one do you mean exactly?
/e

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Re: Hunt z80 port
« Reply #25 on: January 26, 2010, 08:13:40 pm »
The damage counter doesn't change til you move again. =)

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Re: Hunt z80 port
« Reply #26 on: January 26, 2010, 08:52:49 pm »
yeah, because it checks at the start of the loop, so essentially it checks after...I've changed it so it checks before it updates the screen, and it's actually a bit harder x.x
/e

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Re: Hunt z80 port
« Reply #27 on: January 26, 2010, 10:27:50 pm »
I mean dual layer ascii in the style of Elmgon or Serenity. Not tilemaps but dual layer ASCII enemy/char sprites

Offline Eeems

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Re: Hunt z80 port
« Reply #28 on: January 26, 2010, 10:40:40 pm »
Hmm, I think it could work.
/e

Offline Quigibo

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Re: Hunt z80 port
« Reply #29 on: January 27, 2010, 02:20:16 am »
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.

How do you think the calculator puts text on the screen?  It uses a special sprite drawing routine for a table of ASCII characters.  But since it uses extra ROM calls and redundant error checking, it is actually MUCH slower than the standard method of drawing sprites.  If you wanted to, you can use the home screen as the 8x16 "grid" and a standard 8x8 drawing routine for your 8x6 "characters" or whatever size for a much faster result.  But that's essentially what lots of assembly games do already.
« Last Edit: January 27, 2010, 02:21:11 am by Quigibo »
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