Legend

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Batman
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Legend

Post by Batman »

This is a game that I have been have been wanting to put into asm for a long time...
I started programming it in basic some time ago and never finished it...(never really started it) :)
So now that I know assembly, to a basic degree, I decided to actually make it.
Right now i just have a title screen, but i have several routines for it that will tie in together soon.
The game is about a guy whose entire people were destroyed by the evil sith lord. (not really, i just haven't figured out a name for 'em yet...) So this guy, who is the Legend, Wages war with all the crime and injustice that the bad guy has done...

Im using ion for its handy sprite routine and ionfastcopy. It will be monochrome, with a scrolling similar to the very first Zelda... Thats about it.
heres the screenshot-
http://9195984894133227600-a-1802744773 ... edirects=0
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tr1p1ea
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Re: Legend

Post by tr1p1ea »

Hey cool, a game about revenge!

I see you are implementing Zelda like scrolling, so that means you wont need smoothscrolling?

LEGEND! :D.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
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Batman
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Re: Legend

Post by Batman »

no, im not sure how to do smoothscrolling, that whole bitmasking business fries my brain just thinkin about it...
I figure i'll just make it load the next map when he goes to the edge. Maybe ill do something fancy- Do You know How Diederik Kingma did his smoothscrolling in that devpac zelda example?
It looks very cool - i was thinking something like that...

I hate to copy other games ideas, but i think of this game as being a cross between Final Fantasy and Zelda, but different story lines, and in a modern mid-evil time...
is that an oxymoron?


Heres a gif of the character walking... I didn't use ion for this because this copies the background he walks on.
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Galandros
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Re: Legend

Post by Galandros »

tr1p1ea wrote:Hey cool, a game about revenge!
That is actually a good idea. I am sick of all RPG that start with bad gays making some guys good to save the world.
Batman wrote:no, im not sure how to do smoothscrolling, that whole bitmasking business fries my brain just thinkin about it...
I figure i'll just make it load the next map when he goes to the edge. Maybe ill do something fancy- Do You know How Diederik Kingma did his smoothscrolling in that devpac zelda example?
It looks very cool - i was thinking something like that...
Bitmasking isn't that scary. The scary part is registers manipulation (avoid

Here some links about smoothscrolling:
http://www.junemann.nl/maxcoderz/viewtopic.php?p=901
http://www.unitedti.org/index.php?showtopic=8189
http://www.revsoft.org/phpBB2/viewtopic.php?t=34
http://www.junemann.nl/maxcoderz/viewto ... f=5&t=2538
http://www.revsoft.org/phpBB2/viewtopic.php?t=614
http://www.junemann.nl/maxcoderz/viewto ... f=5&t=2305
http://www.revsoft.org/phpBB2/viewtopic.php?t=423
http://www.revsoft.org/phpBB2/viewtopic.php?t=820

You can always see the source of Durk's if it is available.
Batman wrote: I hate to copy other games ideas, but i think of this game as being a cross between Final Fantasy and Zelda, but different story lines, and in a modern mid-evil time...
is that an oxymoron?
You can always add some of your own ideas.
Yes, the modern medieval part is an oxymoron.


This seems a great project. I really hope you get it finished.
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Batman
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Re: Legend

Post by Batman »

hey thanx for the links!


Everything is good with the game, just writing subroutines for it.
Quick question... Does ion write back your program when it is finished? --Not a big problem but i just thought i would save memory by using the memory i am using to display the title.
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Batman
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Re: Legend

Post by Batman »

Actually, I don't think i am going to use ion... -- i really don't like its write back capability, although it's a great program for compatablility with ti83 and 83plus i hear...
I like its ionfastcopy though... But i will use my own routines, (IT WON'T BE THE SAME AS IONFASTCOPY!!!, i promise) This game isn't designed with speed as the highest priority anyways, that ranks below number 1: finishing it. :)
Update on it:
Finished its load game label, it creates a program with a "space in front of name" (hidden)
I got a instructor (teaches script writing and digital media) at my school to help me with the character and city names. Plus hes helping me with the story line. Its awsome!
Everything is going alright, I'm getting a little frustrated with making sprites, the gameboy emulator helps quite a bit though...
Spencer
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Re: Legend

Post by Spencer »

It looks like you are making a good effort so far.
Batman wrote:I'm getting a little frustrated with making sprites
The sprites are possibly the least important thing to be working on, so you should put it off until later. The real game logic is more important than easily replaceable graphics. One more warning: it's generally agreed that once you make a titlescreen, the project is doomed. :lol:
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Batman
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Re: Legend

Post by Batman »

Don't worry, I sprinkled anti doom stuff on it before I started, so its safe...i think
I started thinking about 1byte side mapscreen scrolling, that actually is easy! -- i am going to use (24*128) Bytes to use as the Map Data

just an idea, haven't debugged or even tried this yet (more of just a concept right now) but what do you think?

Code: Select all

Move_Map:
	ld hl, (Map_Index_Pointer)
	ld a, (Map_Move_Direction)
	cp 1
	jp z, Move_Map_Left
	cp 2
	jp z, Move_Map_Right
	cp 3
	jp z, Move_Map_Up
	cp 4
	call z, Move_Map_Down
Move_Map_Continue:
	call Update_ix
	call Put_ix_onScreen
	ret
	
Move_Map_Left:
	dec hl
	jp Move_Map_Continue
Move_Map_Right:
	inc hl
	jp Move_Map_Continue
Move_Map_Up:
	ld bc, -36*8	;-288
	add hl, bc
	jp Move_Map_Continue
Move_Map_Down:
	ld bc, 36*8	;288
	add hl, bc
	ret

Update_ix:
	;loads the address to display to screen in ix
	ld ix, Map
	add ix, hl			;hl pointes to first byte of map data.
	ret	 

Put_ix_onScreen:		;does auto x(left to right) incrementing...
       ;code to put ix on lcd
      ret
Map:
;128 * (12*2)		;2 screens tall, 2 screens wide = 3,072 bytes
	.db ;blah....3,072bytes
Map_Index_Pointer:
	.dw $0000			;Address offset from Your Map
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calc84maniac
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Re: Legend

Post by calc84maniac »

add ix,hl is not a valid opcode. The only time you can access ix and hl in the same opcode is when loading to/from memory like ld h,(ix)
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Galandros
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Re: Legend

Post by Galandros »

calc84maniac wrote:add ix,hl is not a valid opcode. The only time you can access ix and hl in the same opcode is when loading to/from memory like ld h,(ix)
I verified, you are correct and I didn't know about that. Curious.

Nothing that ex de,hl and add ix,de can't solve...
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Batman
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Re: Legend

Post by Batman »

Thanx, i wasn't using that code, just an idea- here is the actual code i finished this morning!
http://sites.google.com/site/coderzprog ... ects=0&d=1
You can change the map data if you like, i just threw all that junk in so you can see the effect.
I haven't put boundaries on it so you can scroll all through the memory if you like... :)
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