I was planning on implementing something like that- where the tank slows down in grasslands and in sand.
I still cant seem to fix the stupid bug
Search found 110 matches
- Thu 14 Apr, 2005 5:00 am
- Forum: Announce Your Projects
- Topic: ColdFusion (tankers 89 for the 83+)
- Replies: 54
- Views: 22385
- Wed 13 Apr, 2005 4:00 pm
- Forum: Announce Your Projects
- Topic: ColdFusion (tankers 89 for the 83+)
- Replies: 54
- Views: 22385
I renamed the game to ColdFusion after realizing that there were so many games named Tank,tankies and tankers. The game has a short storyline/intro movie (hence the name ColdFusion). I m currently trying to debug a major bug that i cant seem to eliminate. Hopefully i should get that done, then i ll ...
- Wed 13 Apr, 2005 2:59 pm
- Forum: Announce Your Projects
- Topic: ColdFusion (tankers 89 for the 83+)
- Replies: 54
- Views: 22385
ColdFusion (tankers 89 for the 83+)
Well the first time i saw tankers 89 i was amazed with the stunning graphic and the really cool game concept. Wishing tankers existed on the 83+, i finally decieded to come up with an 83+ version of tankies. Ducks GS package was slow and made tankies impossble, But with the revelutionary RGP i m con...
- Mon 11 Apr, 2005 1:30 pm
- Forum: Off Topic
- Topic: Linux-Which distributions do you use?
- Replies: 54
- Views: 16903
- Mon 11 Apr, 2005 8:11 am
- Forum: Programming Help
- Topic: [TI ASM] Collision Detection
- Replies: 27
- Views: 10568
How do you get the tilenumber in a map routine. I m using a tilemap routine similar to the one Lman made but i cant figure out how to get the tile no. Heres the tile map routine DrawMap: ld de,0 ; e = x, d = y ld b,8 ;8 rows per screen DrawMapLoop: push hl ; save map pointer push de ; save tile coor...
- Sat 09 Apr, 2005 6:01 am
- Forum: General TI Discussion
- Topic: The Legend of the Lithium Battery
- Replies: 56
- Views: 34951
- Fri 08 Apr, 2005 1:45 pm
- Forum: General TI Discussion
- Topic: The Legend of the Lithium Battery
- Replies: 56
- Views: 34951
You do have a point there, but I don't have enough time as it is, so I can't be bothered to try to comprehend stuff that is completely filled with abbreviations and spelling errors. As it is, I'm late for class almost every morning because I read these forums. Dont you just wish that we had Wi fi i...
- Thu 07 Apr, 2005 5:25 am
- Forum: General TI Discussion
- Topic: The Legend of the Lithium Battery
- Replies: 56
- Views: 34951
- Wed 06 Apr, 2005 5:36 pm
- Forum: Programming Help
- Topic: [TI ASM] Zero and nonzero flags
- Replies: 4
- Views: 3128
- Wed 06 Apr, 2005 3:47 pm
- Forum: General TI Discussion
- Topic: The Legend of the Lithium Battery
- Replies: 56
- Views: 34951
- Wed 06 Apr, 2005 2:42 pm
- Forum: General TI Discussion
- Topic: The Legend of the Lithium Battery
- Replies: 56
- Views: 34951
- Wed 06 Apr, 2005 2:34 pm
- Forum: Programming Help
- Topic: [TI ASM] Zero and nonzero flags
- Replies: 4
- Views: 3128
[TI ASM] Zero and nonzero flags
The only commands i have seen been used along with the zero/nz flags are -
- Jr z,lbl
jp z,lbl
ret z
- Tue 05 Apr, 2005 1:56 pm
- Forum: Programming Help
- Topic: [TI ASM] Collision Detection
- Replies: 27
- Views: 10568
You should store it in a databyte
Look at Ben Ryuves chopperX source
This serves as a permanent variable. I m pretty sure its given in asm in 28 days
Code: Select all
Highscore:
.db 0
This serves as a permanent variable. I m pretty sure its given in asm in 28 days
- Wed 30 Mar, 2005 1:19 pm
- Forum: Programming Help
- Topic: [TI ASM] Collision Detection
- Replies: 27
- Views: 10568
Alright i checked out your demo. The game actually looks preety cool. If u have extra game speed why dont you add a mapbackround or something instead of having scroling lines. The sprites could also use some work. Other than that theres a bunch of collision detection bugs in the old version dont kno...
- Sun 20 Mar, 2005 11:54 am
- Forum: Programming Help
- Topic: [TI ASM] Beta Testing Grey
- Replies: 45
- Views: 14603