[LOOM] Loom - A Mystical Adventure Game

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kv83
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Post by kv83 »

Nice man :) Don't worry about us. Just do things on your own pace
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tr1p1ea
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Post by tr1p1ea »

Hey no rush at all. Things should always be done at your own pace ... plus life stuff comes first as always.
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L4E_WakaMol-King
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Post by L4E_WakaMol-King »

Thanks :). I appreciate the kind words, but if I don't push myself to do this quickly, I will never get it done -_-.
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Madskillz
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Post by Madskillz »

Well that is good too! I am the same way with projects. No rush man, but keep yourself busy be it school or coding! I suppose we will allow you to have some free time too...but not too much, coding still has to be done! ;)
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L4E_WakaMol-King
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Post by L4E_WakaMol-King »

Well, I was hoping to have the walking demo by tonight, but alas, still not yet.

On the bright side, I wrote the skeletons for both the map trigger engine and the scene script engine. The map trigger engine detects certain actions, and calls scene scripts accordingly. For example, there is a trigger for "If user is standing on this tile and tries to move up one tile, run the 'Enter Sanctuary' scene scipt." I put this trigger on the tile below the door to the Sanctuary. You get the idea. Developing the game like this is slow going now, but once these two engines are finished, I will be able to churn out new maps much faster.

I didn't add a lot more code in bytes, but I got a lot of important things worked out. Some of the code was pretty tricky too. Apparently you can't do indirect calls, so I had to make up my own way of doing them. Here's the code if anyone is interested:

Code: Select all

push de						; \
	ld de,6					;  |
	call push_pc_plus_3	;  |
push_pc_plus_3: 			;  |
	pop hl	 				;  | call (de)
	add hl,de				 ;  |
	pop de					 ;  |
	push hl					;  |
	ex de,hl				  ;  |
	jp (hl)					; /
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kv83
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Post by kv83 »

you can do a "call hl" as far as i know...

you should maybe look into this:
http://nwps.ws/~dragonfire/Asmin28/lesson/day13.html
(Jump Tables) ... I guess they are the best solution for those engines :)
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L4E_WakaMol-King
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Post by L4E_WakaMol-King »

That's what I'm using. :) I remember that page of the tutorial well.

Also, I don't think it is possible to do call hl. It's not on the command list and TIASM gives me errors when I try it.
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benryves
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Post by benryves »

You cannot directly "call (hl)", but can do it like this:

Code: Select all

    ld de,return
    push de
    jp (hl)
return
Or, to "call (de)",

Code: Select all

    ld hl,return
    push hl
    ex de,hl
    jp (hl)
return
Of course, in a RAM program, you just use SMC instead.
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Jim e
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Post by Jim e »

I like to include a routine I call cHL, but you can call to any address contained in a 16bit register.

Code: Select all

cHL:
     jp (hl)

cDE:
     push de
     ret

cBC:
     push bc
     ret

cIX:
     jp (ix)

cIY:
     jp (iy)
This would be a little smaller than bens way and use 1 less register pair, but its only faster in the case of cHL.
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L4E_WakaMol-King
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Post by L4E_WakaMol-King »

At long last, the walking demo of Loom Island is finished!

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The walking engine is a bit sluggish. I've made it slow on purpose, because I want it to feel like you are walking leasurely... but it's a bit jerky in between steps, so I will try to fix that.
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CompWiz
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Post by CompWiz »

wow, have I said that you are amazing at coding fast? Great job, it looks amazing. And TFG's sprite fits in nicely. :)
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dragon__lance
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Post by dragon__lance »

looks great :) keep up the awesome progress, and great rock sprite, as compwiz stated, fit's perfectly! I like the transition effects between maps :)
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L4E_WakaMol-King
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Post by L4E_WakaMol-King »

The next phase is going to be writing my first actual cut scene. The first cut scene of the game (and also the longest and most complicated) is the Trial of Hetchel. It's going to be a long hard piece of code, but once it is done, I will have most of the cut scene engine finished. :)
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kv83
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Post by kv83 »

Hmmm... don't you think that the ending sequence is much harder? It has some many spells in it? ... ah well. Great work on the walking engine, after seeing those screenshots I can't wait to get my hands on a demo!
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L4E_WakaMol-King
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Post by L4E_WakaMol-King »

Well, since there are (short) periods of play, the end will actually be a series of short cut scenes that will probably feel like one big cut scene. But by that point, I will have the cut scene scripting down pretty well ;).
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