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Wishlist - Printable Version +- Forum (https://www.boriel.com/forum) +-- Forum: Compilers and Computer Languages (https://www.boriel.com/forum/forumdisplay.php?fid=12) +--- Forum: ZX Basic Compiler (https://www.boriel.com/forum/forumdisplay.php?fid=11) +---- Forum: Wishlist (https://www.boriel.com/forum/forumdisplay.php?fid=14) +---- Thread: Wishlist (/showthread.php?tid=156) |
Wishlist - britlion - 02-13-2010
Re: Wishlist - apenao - 02-13-2010 britlion Wrote: I'm trying to do this adapting the code from Jonathan Cauldwell, but I'm having problems (because my assembler knowledgement is still too low). But if anyone can make this, please consider adding the "AND" mode to the print routine (for masking purposes) as well as the XOR (or OVER 1). That would be awesome. For the second part, I have so far adapted the Fourspriter engine from the Mojon Twins: <!-- m --><a class="postlink" href="http://www.mojontwins.com/juegos_mojonos/fourspriter-1-0/">http://www.mojontwins.com/juegos_mojono ... riter-1-0/</a><!-- m --> Well, in fact I just added a couple of subroutines to simplify the POKing part when initialiting the sprites, and a couple of labes to call the clear-draw-refresh sprites routines with gosub calls. If anyone is interested I can post it, but It's really a crap work on my part (the engine is very good for its purposes). Re: Wishlist - britlion - 02-14-2010 Of course we're interested! I'd love to see sprite libraries. I was looking at an interrupt driven one, and wondering if I could modify that to work. I probably could, if it was the last include with an ORG address in the asm. Re: Wishlist - LCD - 02-14-2010 Yes, Fourspriter is easy to adapt, but how about adapting SP1 Sprite Library from z88dk? It is written completly in assembler and can handle tiles and sprites very good. It is used in all Mojon Twins games now. AFAIK Moron Twins are working on a improved fourspriter 2.0: <!-- m --><a class="postlink" href="http://www.mojontwins.com/2009/11/10/cavernas-lavadas-de-cara-y-ovolovoids/">http://www.mojontwins.com/2009/11/10/ca ... volovoids/</a><!-- m --> ![]() Re: Wishlist - britlion - 02-14-2010 Unfortunately hablo solo un poco espanol.... Have they made the system public domain? I'm a little surprised nobody thought my square root thing was cool. *heh* People love graphics and sound, but faster math...not so sexy :-) Re: Wishlist - apenao - 02-14-2010 britlion Wrote:Have they made the system public domain? If you're referring to Fourspriter then yes, they (the mojon twins) just ask the people using it to credit them. And yes I liked your square root method. I'll use it when I'm doing the collision detection for my new crap game ![]() ![]() Re: Wishlist - britlion - 02-15-2010 I looked at the foursprite. Nice work they did there. It's a little hard for me to work out because it's all in spanish tho. :-) I'm looking it over now. Looks like it wouldn't be too hard to build in as a SUB / FUNCTION. If you've done that - please do post it up so we can add to the library of routines. Re: Wishlist - apenao - 02-21-2010 britlion Wrote:I looked at the foursprite. Nice work they did there. Sorry for late answering. I haven't forgoten this, in fact I was translating the comments so you can understand it (and I will finish it !). But all I had done is what you`re guessing in your post (poking the values in a SUB). So I moved on something a bit harder and I have it nearly finished: Starting with a sprite shifting routine by J. Cauldwell, I made some adaptations (they can be beaten for sure, I'm just starting to understand assembler) and added chunks of code from other people. Now I have a set of subroutines to handle sprites in high resolution very easily. You can save the background (and restore it after you have moved the sprite), PRINT, AND, XOR the sprite (so you can use masked sprites if you so want). The downside is all the printing is done in the display area, so if you are working with masked sprites they will flicker a lot unless you put a halt instruction just before printing, and in that case it's not as fast. I'm making a game for the crap game's compo using this routine. When it's done, I'll tidy up the comments in the routine and will post it here. Re: Wishlist - britlion - 02-23-2010 Look forward to seeing it apenao. We could do with some sprite-like routines for the compiler. I was thinking I'd have to do them myself! Right now I'm playing with some more stuff for the math library. I've got a square root routine that works with LONG and is nice and fast. It gets the answer wrong, but you can't have everything.... *starts debugging* |