Author Topic: TiX - A PiCross Clone for z80  (Read 6903 times)

0 Members and 1 Guest are viewing this topic.

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
TiX - A PiCross Clone for z80
« on: July 18, 2011, 03:51:20 pm »
So back when Axe first came out i decided i would attempt to make a PiCross clone. well i failed horridly at axe and eventually managed to pick up asm so here we go



so far not to much is done i have most of my graphics routines done. and 2 of the underlying support routines done.

ToDo list (in no particular order):
 Features:
 - external levels
 - overlay mode
 - highscores
 Everything else:
 -rendering of levels
 -code to check for level completion
 -code to handle input
 -...why am i typing this huge list of things out





needless to say a lot still needs to be done but were getting some where!

Offline JustCause

  • CoT Emeritus
  • LV8 Addict (Next: 1000)
  • *
  • Posts: 810
  • Rating: +115/-5
    • View Profile
Re: TiX - A PiCross Clone for z80
« Reply #1 on: July 19, 2011, 10:32:22 pm »
Bump for support! Can't wait to see more progress on this.
* JustCause waves flag
See you, space cowboy...

Offline Juju

  • Incredibly sexy mare
  • Coder Of Tomorrow
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 5730
  • Rating: +500/-19
  • Weird programmer
    • View Profile
    • juju2143's shed
Re: TiX - A PiCross Clone for z80
« Reply #2 on: July 20, 2011, 12:20:25 am »
Oh cool Picross I like this game :D

Remember the day the walrus started to fly...

I finally cleared my sig after 4 years you're happy now?
THEGAME
This signature is ridiculously large you've been warned.

The cute mare that used to be in my avatar is Yuki Kagayaki, you can follow her on Facebook and Tumblr.

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: TiX - A PiCross Clone for z80
« Reply #3 on: July 20, 2011, 01:02:55 am »
raa and now we have a title screen


Will get one more thing added to it eventually, but for now I like it.

now to go work on the actual engine xD

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: TiX - A PiCross Clone for z80
« Reply #4 on: July 21, 2011, 10:12:55 pm »
Hey look we now have a crappy textmapper!




Oh and here is the crap code that makes it work.(minus the sprite routine and such)

Code: [Select]
TextOut:
 
;
; assumes a standards null termed string
;out puts text into the black buffer
; pointer to string to put out
;d = x
;e = y
 push de        ; save xy
  ld a,(bc)     ;ld a with first letter in the string
  inc bc        ; inc for next iteration
  or a
  jp z,_null
  cp $20         ; if
      ; less than 32 (aka null) then abort
  jp z,_space   ; if 32 add space
  sub $41        ; subtract 41 to properly reflect my table
  ld hl,LetterLut ; ld hl with table
  ld d,0
  ld e,a       ; add a to hl
  add hl,de    ;2 bytes per entry so we add it twice to compensate
  add hl,de    ;
  ld a,(hl) \ inc hl \ ld h,(hl) \ ld l,a ; load sprite pointer into hl
  ld a,(hl)    ; save letter width to scrap+3
  ld (scrap+3),a
  inc hl    ; in to actual letter data
 pop de     ;resotre x y
 push bc  ; save string pointer
  push de    ; save x y again
   push hl   ; save sprite pointer
   pop ix    ; into ix
    push ix  ; save sprite pointer
     ld a,d  ; load a with x val
     ld bc,appbackupscreen ; load bc with buffer
     call putsprite8xb     ; draw
   pop ix    ;restore sprite pointer
  pop de     ; restore x y
   push de   ; resave xy
    ld a,d   ; save x in a
    ld bc,plotsscreen   ; load bc bufer
    call putsprite8xb   ; draw
   pop de    ; restore x y
   ld a,(scrap+3) ; load a with sprite width
   add a,d   ; add sprite width to x
   ld d,a    ; save
  pop bc     ; restore string pointer
  jp textout ;
 _null:
 pop de      ;restore stack
 ret         ;return
 _space:
 pop de
  ld a,6
  add a,d
  ld a,d
 
  jp textout

Offline JustCause

  • CoT Emeritus
  • LV8 Addict (Next: 1000)
  • *
  • Posts: 810
  • Rating: +115/-5
    • View Profile
Re: TiX - A PiCross Clone for z80
« Reply #5 on: July 22, 2011, 01:29:55 pm »
Wheee, progress! /moresuppport. Looks nice. Good luck with the engine!
See you, space cowboy...

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: TiX - A PiCross Clone for z80
« Reply #6 on: July 24, 2011, 09:42:42 am »
Personally, I don't really like the title screen, perhaps make the title colours all the same (all black or all grey?) :)

And as JC said, good luck with the engine, which is what you should start with ;) I leave title screens and that stuff for the end, but it's a personal choice.

Nevertheless, good job so far!

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: TiX - A PiCross Clone for z80
« Reply #7 on: July 25, 2011, 11:57:45 pm »
hmm i might dunno yet.

and the reason i did the title screen first was to check to make sure the graphics routines and the text routines are all working properly. kill 2 birds with one stone ^_^

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: TiX - A PiCross Clone for z80
« Reply #8 on: July 29, 2011, 02:25:02 pm »
More updates after working with Kerm a lot on this I can now use the DCS font in my game!

What this means? i save ~800bytes of space, get a nifty looking font, and get to use a new feature that's getting added into DCS 7.2 ^_^



Title with the font.

And now that The font routine is done i can actually start making it look less like a flashy demo and more like a game!
menus are first and should be done quickly I already have lots of ideas how to go about them. Then the main engine. wahoo!!



and random stats according to spasm

Number of labels: 4672
Number of defines: 17
Code size: 1351
Data size: 201
Total size: 1552

i think its counting .db statements as lables xD
« Last Edit: July 29, 2011, 02:33:16 pm by Geekboy1011 »

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: TiX - A PiCross Clone for z80
« Reply #9 on: July 29, 2011, 02:37:44 pm »
Looks awesome, Geek.  I think the DCS fonts'll be cool too. ^-^

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: TiX - A PiCross Clone for z80
« Reply #10 on: July 29, 2011, 02:57:03 pm »
Same here and its a helluva lot smaller than using my own so i'm happy ^_^