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PostPosted: Mon 26 Jun, 2006 6:35 am 
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Maxcoderz Staff
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Nice man :) Don't worry about us. Just do things on your own pace

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PostPosted: Mon 26 Jun, 2006 8:56 am 
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Location: I cant seem to get out of this cryogenic chamber!
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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PostPosted: Mon 26 Jun, 2006 9:10 am 
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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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PostPosted: Mon 26 Jun, 2006 10:02 pm 
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Calc Wizard
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Location: Wandering around in the Jungle...
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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PostPosted: Thu 29 Jun, 2006 9:41 am 
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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:
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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PostPosted: Thu 29 Jun, 2006 10:10 am 
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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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PostPosted: Thu 29 Jun, 2006 10:15 am 
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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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PostPosted: Thu 29 Jun, 2006 11:15 am 
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You cannot directly "call (hl)", but can do it like this:
Code:
    ld de,return
    push de
    jp (hl)
return

Or, to "call (de)",
Code:
    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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PostPosted: Thu 29 Jun, 2006 11:45 am 
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Calc King
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Location: SXIOPO = Infinite lives for both players
I like to include a routine I call cHL, but you can call to any address contained in a 16bit register.
Code:
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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PostPosted: Fri 30 Jun, 2006 12:09 am 
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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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PostPosted: Fri 30 Jun, 2006 2:33 am 
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Joined: Thu 13 Oct, 2005 1:54 pm
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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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PostPosted: Fri 30 Jun, 2006 2:38 am 
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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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PostPosted: Fri 30 Jun, 2006 3:54 am 
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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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PostPosted: Fri 30 Jun, 2006 5:34 am 
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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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PostPosted: Sun 02 Jul, 2006 6:59 am 
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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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