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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 12 Nov 2008 03:48:23 am    Post subject:

look at the screenie i posted (a few posts up)
the char is grey, it takes 60 clocks/frame...

edit: no wait, using XOR is even better.
if you use XOR grayscale stuff, the gray stuf is actualy gray, regardless of background Smile
its non-destructive, too


Last edited by Guest on 12 Nov 2008 05:56:17 am; edited 1 time in total
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 13 Nov 2008 09:07:26 pm    Post subject:

Quote:
look at the screenie i posted (a few posts up)
the char is grey, it takes 60 clocks/frame...

edit: no wait, using XOR is even better.
if you use XOR grayscale stuff, the gray stuf is actualy gray, regardless of background 
its non-destructive, too


What greyscale routine are you using?

When you add static moving objects to your "Engine" then you'll see a slow down because it's the objects that take up 80% of the processing speed excluding LCD updating (epically slow).

My game atm is running at about 36 frames per second according to Wabbitemu which is good enough for me -- and my game doesn't support backgrounds..way to slow.


Last edited by Guest on 13 Nov 2008 09:07:57 pm; edited 1 time in total
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 14 Nov 2008 05:11:34 am    Post subject:

well, you hae two sprites:


sprite:
.db x,x,x,x,x,x,x,x <-- blobby's sprite

.db x,x,x,x,x,x,x,x <-- blobby's 2nd sprite, gray parts are black

you create a new variable called "time", this variable starts at zero, ech frame you do:

LD A,(time)
XOR 8 <--- sprite is 8 high
LD (time),A


then, each time you are drawing a "monser" sprite, you add this variable to the monsers' sprite adress

you can probaly ad more levels of gs if you have the memory..


Last edited by Guest on 22 Jul 2010 12:02:16 pm; edited 1 time in total
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 14 Nov 2008 08:29:49 pm    Post subject:

Quote:
well, you hae two sprites:


sprite:
.db x,x,x,x,x,x,x,x <-- blobby's sprite

.db x,x,x,x,x,x,x,x <-- blobby's 2nd sprite, gray parts are black

you create a new variable called "time", this variable starts at zero, ech frame you do:

LD A,(time)
XOR 8 <--- sprite is 8 high
LD (time),A

then, each time you are drawing a "monser" sprite, you add this variable to the monsers' sprite adress

you can probaly ad more levels of gs if you have the memory..


Way to flickery if you use that for more than one object.

Note, that I am using Jim_e's + Duck's greyscale routine for my other project over here:


thing using greyscale


Last edited by Guest on 14 Nov 2008 08:30:41 pm; edited 1 time in total
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 14 Nov 2008 08:30:59 pm    Post subject:

your link isnt a link you might want to fix that
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 30 Nov 2008 02:00:27 am    Post subject:

coin counter ;o and sparkle thing and jumpy thing


will be working on eye candy crap (like explosionish little animation things) sometime in winter break.

Score system, i'm planning that out atm.


Last edited by Guest on 30 Nov 2008 05:29:58 pm; edited 1 time in total
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 25 Jan 2009 12:25:50 am    Post subject:

Been fixing some bugs and just added a little stuff. Also fixed some drawing bugs but here's last screeny:



Last edited by Guest on 26 Jan 2009 01:25:08 am; edited 1 time in total
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Harrierfalcon
The Raptor of Calcs


Super Elite (Last Title)


Joined: 25 Oct 2006
Posts: 2535

Posted: 05 Feb 2009 04:12:53 pm    Post subject:

This is really starting to come together. Awesome stuff right there.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 06 Feb 2009 09:10:26 pm    Post subject:

Whooo! I'm diggin' the explosion animation. Kablammo!! Very Happy
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