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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 14 Jul 2008 12:28:33 am    Post subject:

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 Very Happy), 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

Posted: 14 Jul 2008 02:10:47 am    Post subject:

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 Very Happy

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

Posted: 14 Jul 2008 02:32:03 am    Post subject:

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 Cool .

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

Posted: 14 Jul 2008 08:48:58 am    Post subject:

Very good!
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TheStorm


Calc Guru


Joined: 17 Apr 2007
Posts: 1233

Posted: 14 Jul 2008 10:07:16 am    Post subject:

Looking good man keep up the good work. Smile
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bfr


Member


Joined: 13 Feb 2006
Posts: 108

Posted: 14 Jul 2008 12:27:15 pm    Post subject:

That looks pretty good. I like the scrolling background. Smile

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

Posted: 14 Jul 2008 12:32:32 pm    Post subject:

Looks very nice. Love the graphics! nice work. Smile
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TheStorm


Calc Guru


Joined: 17 Apr 2007
Posts: 1233

Posted: 14 Jul 2008 12:59:07 pm    Post subject:

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

Posted: 14 Jul 2008 02:14:18 pm    Post subject:

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

Posted: 14 Jul 2008 02:32:14 pm    Post subject:

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

Posted: 14 Jul 2008 02:42:35 pm    Post subject:

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

Posted: 14 Jul 2008 03:06:02 pm    Post subject:

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 0x5). 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

Posted: 14 Jul 2008 07:06:14 pm    Post subject:

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

Posted: 14 Jul 2008 08:08:36 pm    Post subject:

finally! gs shoot 'em up!
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 14 Jul 2008 11:13:40 pm    Post subject:

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

Posted: 15 Jul 2008 12:36:43 am    Post subject:

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

Posted: 15 Jul 2008 01:57:10 am    Post subject:

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

Posted: 15 Jul 2008 07:41:14 am    Post subject:

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

Posted: 15 Jul 2008 11:54:48 am    Post subject:

I always liked the prospect of weapons upgrades, or a little buddy upgrade.
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 15 Jul 2008 12:55:02 pm    Post subject:

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 Very Happy
-> 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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