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cjgone Aw3s0m3
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Joined: 24 May 2006 Posts: 693
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Posted: 14 Jul 2008 12:28:33 am Post subject: |
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Okay, I made some long million year ago post about that shooter game i wrote in "C", but I ran outta mem. So I decided to port what I wrote in C to assembly plus better grfx and just more betterness.
Unfortunately for phoenix(lamesauce ), it took me about 3 hours to port the general "engine" plus object upgrades to assembler. I'll be adding the collision detection in sometime in the next 2 days or so.
As for my other project, I'ma take a week break from Blobby 'cuz i need some time to sort out what i've written for more options in the future (the code is getting a bit messy from me trying to write the code fast, making everythign yucky).
What I gotz done in about 3 hours:
Current support:
->Custom object tasks
->Custom images
->Bullet customizations, directions
->object task system aKa, 20 objects spawn, when all 20 die, it moves on to the next taskkk
->level support aKa, different background <3
->beautiful greyscale grfx courtesy to RGP, by jim e
->will support masked sprites
thx: spencer and jim e for emulator and greyscale.
Current source released for now (incomplete source), but it won't be released again until I finish the project. The program will look crappy on a real calc atm because of emulation differences, blurriness, etc. I'll have to manually fix the timings on the real calc.
kthxbai
Last edited by Guest on 23 Aug 2008 12:20:21 am; edited 1 time in total |
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black-salamander
Newbie
Joined: 07 Apr 2008 Posts: 49
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Posted: 14 Jul 2008 02:10:47 am Post subject: |
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wow! Nice Graphics! very well done, I must say. On the other hand, first we had Phoenix, then someone starts the Touhou Project, and now this, all shooters. I wonder which one will win out among those three...though they are all good shooters, except maybe for Phoenix, but thats out of question now
Last edited by Guest on 14 Jul 2008 02:11:57 am; edited 1 time in total |
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cjgone Aw3s0m3
Active Member
Joined: 24 May 2006 Posts: 693
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Posted: 14 Jul 2008 02:32:03 am Post subject: |
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Collision detection finished, however, without parameters atm, it cant be used in a custom way, so i gotta fix that.
I'm going to make some new enemies and power ups tomorrow.
I will also implement the image masks when I get the time.
Oh yea, i'm going to have power ups...amazing power up .
Bullet collision atm:
Code:
;(hl) = object pic pointer
;(hl+1) = xcor
;(hl+2) = ycor
;same with de
BulletCollisionChk:
ld hl,Bullet_Table
ld de,Object_Table
ld b,32
_c:
push bc
push de
push hl
ld a,(hl)
cp 0
jr z,_c_next_bullet
ld b,20
_cc:
push bc
push hl
push de
ld a,(de)
cp 0
jr z,_cnextobj
inc hl
inc de
ld a,(de)
ld c,(hl)
Call CollisionChk ; compares the x coordinates via "C" and "A"
cp COLLISION
jr nz,_cnextobj
inc hl
inc de
ld a,(de)
ld c,(hl)
Call CollisionChk
cp COLLISION
jr nz,_cnextobj
dec hl \ dec de
dec hl \ dec de
ld (hl),0
xor a
ld (de),a
ld a,(Objects_on_Screen)
dec a
ld (Objects_on_screen),a
_cnextobj:
pop de
pop hl
pop bc
push hl
ld hl,4
add hl,de
ex de,hl
pop hl
djnz _cc
_c_next_bullet:
pop hl
ld de,4
add hl,de
pop de
pop bc
djnz _c
ret
g'night. thx for all the support.
Last edited by Guest on 14 Jul 2008 02:42:15 am; edited 1 time in total |
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vanchagreen
Member
Joined: 20 Feb 2008 Posts: 136
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Posted: 14 Jul 2008 08:48:58 am Post subject: |
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Very good! |
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TheStorm
Calc Guru
Joined: 17 Apr 2007 Posts: 1233
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Posted: 14 Jul 2008 10:07:16 am Post subject: |
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Looking good man keep up the good work. |
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bfr
Member
Joined: 13 Feb 2006 Posts: 108
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Posted: 14 Jul 2008 12:27:15 pm Post subject: |
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That looks pretty good. I like the scrolling background.
Although I kind of suck at Z80 assembly, I think you can use "or a" instead of "cp 0" in your bullet collision-detection code. |
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Ph34r_my_l33t_skillz
Advanced Member
Joined: 09 Oct 2007 Posts: 339
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Posted: 14 Jul 2008 12:32:32 pm Post subject: |
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Looks very nice. Love the graphics! nice work. |
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TheStorm
Calc Guru
Joined: 17 Apr 2007 Posts: 1233
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Posted: 14 Jul 2008 12:59:07 pm Post subject: |
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Yeah "or a" should work and I think its smaller/faster if I remember correctly. |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 14 Jul 2008 02:14:18 pm Post subject: |
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it is smaller (by one byte). I also remember it being faster, though I'm not sure on that part. To date, my favorite shooter has been phantom star, but this has great potential. keep it up! |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)
Joined: 10 Nov 2003 Posts: 4468
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Posted: 14 Jul 2008 02:32:14 pm Post subject: |
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Definately gotta love the grayscale work! Back in the day, Phoenix was numero uno when it came to classroom gaming. So far, it look like we could be seeing the ledgend reborn! |
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Harrierfalcon The Raptor of Calcs
Super Elite (Last Title)
Joined: 25 Oct 2006 Posts: 2535
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Posted: 14 Jul 2008 02:42:35 pm Post subject: |
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ASHOOTER > Phoenix x E99.
As far as I can see, anyways. Nice work! |
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cjgone Aw3s0m3
Active Member
Joined: 24 May 2006 Posts: 693
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Posted: 14 Jul 2008 03:06:02 pm Post subject: |
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Quote: Although I kind of suck at Z80 assembly, I think you can use "or a" instead of "cp 0" in your bullet collision-detection code.
Yer, i'm pretty sure this is true (the 2nd part, not the first lol). Thx, i'll fix this.
[edit]
Wow, i almost announced this as a dead project after I ran into a huge memory glitch in my code.. Spent 2 hours tryign to find it and i finally found it was a random push statement without a pop. Gods sake, project will continue. :]]]
Last edited by Guest on 14 Jul 2008 05:04:58 pm; edited 1 time in total |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 14 Jul 2008 07:06:14 pm Post subject: |
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Oh man, those things are the worst. They're so hard to find because you have to go and count every push/pop/call/ret! I feel your pain, cjgone (and relief) |
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Liazon title goes here
Bandwidth Hog
Joined: 01 Nov 2005 Posts: 2007
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Posted: 14 Jul 2008 08:08:36 pm Post subject: |
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finally! gs shoot 'em up! |
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cjgone Aw3s0m3
Active Member
Joined: 24 May 2006 Posts: 693
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Posted: 14 Jul 2008 11:13:40 pm Post subject: |
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Haven't started animations. srry ppl, no power ups yet, but i'll be adding different enemies, animations, and better stuff tomorrow.
(Guess what, the game over pic = the same for greyscale tetris <3).
Quote: Oh man, those things are the worst. They're so hard to find because you have to go and count every push/pop/call/ret! I feel your pain, cjgone (and relief)
I was surprised that the push\pop thing didn't make it crash when i was coding yesterday, so today when I added anything anywhere in the code it automatically died.. I pinpointed the routine slowly and found it... If it crashed earlier, it would of been easier to find. :]
the stack = most annoying thing about writing games\applications.
kthxbai
Last edited by Guest on 14 Jul 2008 11:34:39 pm; edited 1 time in total |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 15 Jul 2008 12:36:43 am Post subject: |
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Hmmm... I'd say it's second. Decoding memory locations and what they do (outside of the little tiny program) is the worst.
Btw, looking very nice! Haha, I love your description.
Last edited by Guest on 15 Jul 2008 12:38:20 am; edited 1 time in total |
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cjgone Aw3s0m3
Active Member
Joined: 24 May 2006 Posts: 693
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Posted: 15 Jul 2008 01:57:10 am Post subject: |
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Okay, anything to do with memory is a pain.. i've been using pointers to functions\pics\etc thru out my shooter atm, even tho its annoying, it makes the code clean and alot more organized.
Updates to the game:
I've made it so objects can create other objects from an event. Before, only the "Task manager" could create objects.
Expect explosions and crap, and of course power ups, duh!
Plz suggest power ups 'cuz i don't really know any except making more bullets. No, i'm not increasing speed of bullets atm, not worth the resources.
Code has hit 1,100 line without data.
bottom = cool new title scr33n
Last edited by Guest on 15 Jul 2008 02:34:39 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
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Posted: 15 Jul 2008 07:41:14 am Post subject: |
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You've pwned Phoenix already and you haven't even gotten to a final release. Nice work!
I'm going to just say that personally I hate when you somehow end up overwriting some saferam or trying to overwrite stuff in Flash. Happens to me too often, haha.
Some random powerups I grabbed off the top of my head:
- Powerup that gives you a shield that will protect you, from either one bullet or for a certain amount of time.
- Extra points (duh).
- Timed-explosion bullets?
- Extra life! -makes 1up sound from Super Mario Bros.-
I can't think of any more after that either >_<. |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 15 Jul 2008 11:54:48 am Post subject: |
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I always liked the prospect of weapons upgrades, or a little buddy upgrade. |
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cjgone Aw3s0m3
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Joined: 24 May 2006 Posts: 693
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Posted: 15 Jul 2008 12:55:02 pm Post subject: |
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Atm, i'm contemplating larger then 8x8 enemies. I've never coded something that isn't "one object size", so it might take a day or so to figure out a good way to have like a controller of some multi-sprite object. ;o
Er today, however, i'm going to be adding the following:
->some cooler enemies
->YES, powerups today
-> counter for enemies to move down by like 10 sqaures as if they came from somewhere above the screen or something.
If anyone knows how to make a timer with greyscale on, please post.
okay, finished simple animated explosion and down movement+left\right
Last edited by Guest on 15 Jul 2008 02:50:25 pm; edited 1 time in total |
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