Subject: Re: [stella] DD build 8 From: "TwoHeaded Software" <adavie@xxxxxxxxxxxxx> Date: Mon, 22 Oct 2001 18:21:38 +1100 |
DD still doesn't work under Z26. I think Thomas (or maybe Eckhard) posted the solution earlier. Cheers A - Andrew Davie, TwoHeaded Software adavie@xxxxxxxxxxxxx ----- Original Message ----- From: "Glenn Saunders" <cybpunks2@xxxxxxxxxxxxx> To: <stella@xxxxxxxxxxx> Sent: Monday, October 22, 2001 5:17 PM Subject: [stella] DD build 8 > Okay, I succeeded in implementing Thomas' sprite logic routine into Death > Derby. (I also threw in the VDEL code from Roger's recent post). > > More of an achievement as far as original code goes was getting the sprite > rotation system working. For someone new to assembly language, it's pretty > exciting seeing your new original code actually work, even if it's a > trivial thing. I've got the code that determines wether or not to do the > hardware sprite flip, and the data laid out pointing to all the different > frames in a complete rotation, and it worked. Although in this demo the > cars are just statically pointing towards eachother, they are both using > the same frame of animation, with the flip turned-on on the right. So I > could write a routine that increments a simple counter 0-15 and get the > cars to smoothly rotate around clockwise, using only 9 frames of data. > > I thought about using different types of car shapes but it was so hard to > maintain the image in the rotations that I'm sticking to one set for now. > > I also changed some colors around. P0 has to be a different color from P1, > and the missiles will share the same colors as their players. The PF can > be white or grey on the black background. Maybe in the end I'll do a > missile command/centipede sort of thing and remap the palette into > psychadelic colors if the game winds up having waves. I always liked that > style of color usage so common in the early days. > > The problem I have now is that the horizontal positioning routine I > borrowed from Gunfight is not working properly. I don't know what I'm > doing wrong with it. Manual, could you check it?? The players move in big > jumps when I change their start positions and if I make the players cross > the screen flips out. > > I thought about using the recently posted table method, but I was too lazy > to try to convert the code over. I also don't know what I'm up to so far > in actual ROM usage so it might be a bad idea to use the table method if > the game's going to only be 4K. > > Also, I had a question about HMOVE lines. It looks like I'm going to have > to have HMOVE on either every line, or every other line, depending on the Y > position of M0 and M1. Every other if they are on the same line of the > line-pair, and every line if they are on even/odd lines. This is going to > wind up wiping out the leftmost part of the safezone border line. If I set > the ball priority above PF0 and PF1 couldn't I repaint it using the > ball? And then I could just keep M0 to the right of the HMOVE lines hidden > in black, correct? The HMOVE lines are narrow enough, I hope, to keep M0 > from being affected by them. > > > Glenn Saunders - Producer - Cyberpunks Entertainment > Personal homepage: http://www.geocities.com/Hollywood/1698 > Cyberpunks Entertainment: http://cyberpunks.uni.cc > - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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