Announcing: DIABLO2D:LOD in ASM!

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

Moderator: MaxCoderz Staff

Spencer
Extreme Poster
Posts: 346
Joined: Mon 17 Jan, 2005 8:56 am
Location: Indiana

Post by Spencer »

Decrement affects the flags.

Code: Select all

m_Up:
	ld 	a,(posY)
	dec	a
	ret	z
	ld	(posY),a
	ret
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

Post by Shadow Phoenix »

Great Idea....
and (wh) is for the direction the person is facing..
http://www.geocities.com/karavaev@sbcgl ... NewASM.zip
Life is getting better.
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

SOS

Post by Shadow Phoenix »

ok, here is an extremly simplified version of what I wanna do:
http://www.geocities.com/karavaev@sbcgl ... cument.txt
IT DOESNT WORK PLEASE HELP SOS SOS SOS
Life is getting better.
Patori
Maxcoderz Staff
Posts: 1479
Joined: Sat 18 Dec, 2004 3:51 am
Location: Toledo, Ohio, USA

Post by Patori »

kv83 wrote:
DarkAuron wrote:Sorry to disappoint you, but Diablo just isn't Diablo at all if it's not live-action..
Indeed... the whole concept of diablo is based on real time hack-and-slash (and of course online gaming)... playing diablo like ff, is like playing zelda like super mario :?
Remember Zelda DX? With the Goombas? And the pipes? Hehehe.
Currently coming up with a new signature idea... since my forum avatar changer was killed by an upgrade...
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

Post by Shadow Phoenix »

somebody? please? help with my code :( it just doesnt like those 6 lines of code:

Code: Select all

 
load1:
   ld ix, Tileleft
load2:
   ld ix, Tileright
load3:
   ld ix, Tileup
load:
   ld ix,sprite
------stuff----- 
   ld a,(wh)
   cp 1
   call z, load1
   cp 2
   call z,load2
   cp 3
   call z,load3
   cp 0
   call z,load
   ld   a,e
Life is getting better.
Spencer
Extreme Poster
Posts: 346
Joined: Mon 17 Jan, 2005 8:56 am
Location: Indiana

Post by Spencer »

Review how call works.
User avatar
Shadow Phoenix
Calc Guru
Posts: 835
Joined: Mon 03 Jan, 2005 7:54 pm
Location: out there. seriosly.

Post by Shadow Phoenix »

lol.lol. LOL
nice one.
remind me to kill myself.
Hooray! the engine is complete!
Life is getting better.
threefingeredguy
Calc King
Posts: 2195
Joined: Sun 27 Mar, 2005 4:06 am
Location: sleeping
Contact:

Post by threefingeredguy »

I'm thinking about doing this myself (Diablo 1 actually) when I finish SSP. Does he still come here?
Image
katmaster
Sir Posts-A-Lot
Posts: 252
Joined: Tue 09 Aug, 2005 9:34 pm
Location: south of the north pole
Contact:

Post by katmaster »

do it!!!!! DO IT!!!! Diablo would be SO cool for the calc.
cheese=yum
Image
DarkerLine
Calc Wizard
Posts: 526
Joined: Tue 08 Mar, 2005 1:37 am
Location: who wants to know?
Contact:

Post by DarkerLine »

Shadow Phoenix wrote:somebody? please? help with my code :( it just doesnt like those 6 lines of code:

Code: Select all

 
load1:
   ld ix, Tileleft
load2:
   ld ix, Tileright
load3:
   ld ix, Tileup
load:
   ld ix,sprite
------stuff----- 
   ld a,(wh)
   cp 1
   call z, load1
   cp 2
   call z,load2
   cp 3
   call z,load3
   cp 0
   call z,load
   ld   a,e
Would be much simpler if you had (wh) be two bytes instead of one and ld ix, (wh).
just try to be nice to people.
_________________
My TI Blog - http://mpl.unitedti.org/
Post Reply