Slordax 0.8A RELEASED

A forum where you can announce your awesome project(s).

Moderator: MaxCoderz Staff

Should I Make the Main Ship in Slordax 8 by 16 or 8 by 8

8 height by 8 width
2
17%
16 height by 8 width
10
83%
 
Total votes: 12

User avatar
DigiTan
Calc Master
Posts: 1069
Joined: Fri 04 Mar, 2005 12:52 am
Location: NW Wisconsin
Contact:

Post by DigiTan »

Scrolling backgrounds...I like the sound of that. There's a little-known TI-82 game called Alpha-10 that made some really nice use of scrolling backdrops. Okay--so it got a bad review from Sam Heald, but I really liked the parallex illusion; it created a good sense of altitude and speed.

If you wanted to go one further, you could try doing just a little side-scrolling as the player manuvers left and right. Just implement it using bit shift and rotate instructions. Then sit back and watch those beta-testers pivot in their chairs against those imaginary G-forces. 8)
My diet consists of nails, code-stealers, and HP fans.
Projects:

Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
Spengo
Calc Master
Posts: 1116
Joined: Sat 15 Jan, 2005 3:56 am
Location: ooga booga land
Contact:

Post by Spengo »

Wait, I don't understand. What the heck is that thing?
bananas... o.o
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

Post by Shadow Phoenix »

DigiTan wrote: If you wanted to go one further, you could try doing just a little side-scrolling as the player manuvers left and right. Just implement it using bit shift and rotate instructions. Then sit back and watch those beta-testers pivot in their chairs against those imaginary G-forces. 8)
bit shift?
rotate?
i still cant do a _PointOn =(
Life is getting better.
User avatar
DigiTan
Calc Master
Posts: 1069
Joined: Fri 04 Mar, 2005 12:52 am
Location: NW Wisconsin
Contact:

Post by DigiTan »

Mainly, it's just a useful way to side-scroll without a tilemap. In Alpha-10, the programmer used a bitmapped background and added ldi commands to scroll the "terrian" image down. What I'm saying is you can do a similar horizontal effect by rotating the bitmap left and right with the shop--as well as vertically like Alpha-10 does.

The (unoptimised) code below will do this. If you declare HL as a pointer to part of your display mem, it will rotate every pixel on that row left 1 pixel--giving the illusion of strafing to the right. Of course, the same thing can be done for right-scrolling.

Code: Select all

RIGHT_ROTATE:			; Special thanks to CrASH_Man
 push hl
  SLA (HL)                      ; 96-bit shift left
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
  RL  (HL)
  DEC HL
 pop hl
 ret nc
 ld a,(hl)
 or %00000001
 ld (hl),a
 ret
Also, if used in the context below, the ROTATE code will move the entire screen. And unlike the hardware scroll, it won't leave a white gap at the edge of the screen. It's in 82 ASM, but the concept pretty much applies across the board...

Code: Select all

scroller_loop1:
 ld b,64                        ; Picture is 64 pixels high
 ld hl,GRAPH_MEM+767            ; Start at end of picture and move backwards
scroller_loop0:
 call RIGHT_ROTATE              ; Rotate the row by 1 pixel
 dec hl                         ; Move up one row...
 dec hl
 dec hl
 dec hl
 dec hl
 dec hl
 dec hl
 dec hl
 dec hl
 dec hl
 dec hl
 dec hl
 djnz scroller_loop0      ; Loop until all 16 row are rotated
 call CR_GRBCopy                ; Refresh the picture
...
 jr scroller_loop1
My diet consists of nails, code-stealers, and HP fans.
Projects:

Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

Post by Shadow Phoenix »

DigiTan wrote:Mainly, it's just a useful way to side-scroll without a tilemap. In Alpha-10, the programmer used a bitmapped background and added ldi commands to scroll the "terrian" image down. What I'm saying is you can do a similar horizontal effect by rotating the bitmap left and right with the shop--as well as vertically like Alpha-10 does.

The (unoptimised) code below will do this. If you declare HL as a pointer to part of your display mem, it will rotate every pixel on that row left 1 pixel--giving the illusion of strafing to the right. Of course, the same thing can be done for right-scrolling.
I cant do that yet.
gimme some time :oops:
i am still fighting with loops
Life is getting better.
User avatar
DigiTan
Calc Master
Posts: 1069
Joined: Fri 04 Mar, 2005 12:52 am
Location: NW Wisconsin
Contact:

Post by DigiTan »

Well, I guess it's not too important to add that now. If you decide to, just use the code above.
My diet consists of nails, code-stealers, and HP fans.
Projects:

Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

Post by Shadow Phoenix »

once the menu *bug* will be resolved I will post alpha 0.8.
Life is getting better.
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

Post by Shadow Phoenix »

Life is getting better.
User avatar
kalan_vod
Calc King
Posts: 2932
Joined: Sat 18 Dec, 2004 6:46 am
Contact:

Post by kalan_vod »

looks great, is there any shooting?

also there are a few bugs, like if you dont use alpha and press somthing else it will freeze.
User avatar
Jim e
Calc King
Posts: 2457
Joined: Sun 26 Dec, 2004 5:27 am
Location: SXIOPO = Infinite lives for both players
Contact:

Post by Jim e »

I just tried it, not bad, I didn't know if the grey would work for a shooter, but looks good. Some more bugs need to get worked though.
Some times it messed up at the menu, also the ship would crash into nothing and freeze. But with some work I can see this happening.
Image
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

Post by Shadow Phoenix »

I have disabled the shooting :/ evil stacks.
the crashing boundary is behind to the left of enemies.
Life is getting better.
Spengo
Calc Master
Posts: 1116
Joined: Sat 15 Jan, 2005 3:56 am
Location: ooga booga land
Contact:

Post by Spengo »

one time, it seemed as tho it crashed randomly, and then after that, every time I turned it on, it just showed a crash and froze. :P
bananas... o.o
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

Post by Shadow Phoenix »

as soon as the evil stacks will give away I will post it here
Life is getting better.
User avatar
DJ_O
Calc King
Posts: 2324
Joined: Mon 20 Dec, 2004 6:47 pm
Location: Quebec (Canada)
Contact:

Post by DJ_O »

progress (with stacks and the game)?
Image Image Image Now active at https://discord.gg/cuZcfcF (CodeWalrus server)
necro
Calc King
Posts: 1619
Joined: Sat 26 Mar, 2005 2:45 am
Location: your shadow

Post by necro »

How stable is it?
Post Reply