Congrats! Do you have a way for bullets to get destroyed when they go off-screen yet? I can't wait to see screenshots.
Oh, thanks for reminding me Smile I needed to fix the (bug?) thing where when bullets go to the right of the screen (or left) then they continue on the opposite side of the screen in the same direction.

The z80 makes it easy because of that 3 bytes extra buffer it gives you Razz
_player1537 wrote:
Oh, thanks for reminding me Smile I needed to fix the (bug?) thing where when bullets go to the right of the screen (or left) then they continue on the opposite side of the screen in the same direction.

The z80 makes it easy because of that 3 bytes extra buffer it gives you Razz
Three bytes extra buffer space? O_O Did I miss that somewhere? And I'm interested to hear that the Nspire does the same wraparound as the z80, even though I assumed that it would. Smile

Sprite:
I thought the z80 had a crazy lcd layout... Like the last byte of visible screen data is followed by 3 more bytes... I'll check wikiti real quick Smile
Oh, in a sense, but the standard fastcopy routines hide that from the programmer so that a 768-byte buffer will suffice. Smile

Here's the code from that plane sprite, by the way:

Code:
   char the-game[288] = {
      0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0x0F,
      0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x08,0x80,
      0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0x00,0x88,0x88,
      0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x00,0x00,0x06,0x78,0x95,0x80,
      0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0x76,0x65,0x55,0x55,0x55,0x0F,
      0xFF,0xFF,0xFF,0xFF,0xFF,0x07,0x76,0x65,0x55,0x55,0x55,0x0F,
      0xFF,0xFF,0xFF,0xFF,0xF0,0x75,0x55,0x55,0x55,0x66,0x7B,0x0F,
      0xFF,0xFF,0xFF,0xFF,0xF0,0x65,0x50,0x08,0x66,0x66,0xCA,0x0F,
      0xF0,0x00,0xFF,0xFF,0xF0,0x00,0x0F,0xF8,0x66,0x66,0xCA,0x00,
      0x06,0x67,0x0F,0xFF,0xFF,0xFF,0xF6,0x66,0x77,0x77,0xBA,0x70,
      0x87,0x76,0x60,0xFF,0x07,0x76,0x67,0x77,0x88,0x77,0x9A,0x78,
      0x87,0x76,0x60,0x00,0x77,0x76,0x67,0x77,0x88,0x77,0x9A,0x78,
      0x77,0x77,0x66,0x98,0x67,0x77,0x77,0x77,0x77,0x76,0x8A,0x90,
      0x66,0xB7,0x87,0x87,0x67,0x77,0x77,0x77,0x76,0x66,0x69,0x00,
      0x66,0xB7,0x87,0x87,0x67,0x77,0x77,0x77,0x76,0x66,0x69,0x0F,
      0x76,0x67,0x77,0x86,0x66,0x78,0x85,0x55,0x55,0x58,0x60,0xFF,
      0x86,0x76,0x77,0x68,0x66,0x85,0x55,0x56,0x60,0x00,0x90,0xFF,
      0x86,0x76,0x77,0x68,0x66,0x85,0x55,0x56,0x60,0xF0,0x90,0xFF,
      0xEA,0x66,0x66,0x00,0x00,0x60,0x00,0x00,0x0F,0x05,0x56,0x0F,
      0x00,0x06,0x70,0xFF,0xFF,0x0F,0xFF,0xFF,0xF0,0x50,0x50,0xFF,
      0xFF,0x06,0x70,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x0F,0x0F,0xFF,
      0xFF,0x06,0x0F,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
      0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
      0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF
   };
Ah, that makes sense Smile Oh, and thanks for the sprite Smile

I'm going to work on this in a while
_player1537 wrote:
Ah, that makes sense Smile Oh, and thanks for the sprite Smile

I'm going to work on this in a while
Carry on, then, and please keep me posted with incremental progress reports. Smile
  
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