Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Wishlist
#1
  • * Faster Printing routine
    * Ability to print anywhere on the 256*192 grid, with optional attributes
    * Different sized printing (I'll probably tackle 64 Char printing as well as that 42 character one eventually)
    * Interrupt driven routines
    * Automated 128K support

    *More people adding to function and subroutine libraries

Reply
#2
britlion Wrote:
  • * Ability to print anywhere on the 256*192 grid, with optional attributes

    *More people adding to function and subroutine libraries



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).
Reply
#3
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.
Reply
#4
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 -->
[Image: md-20091110a.png]
------------------------------------------------------------
http://lcd-one.da.ru redirector is dead
Visit my http://members.inode.at/838331/index.html home page!
Reply
#5
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 :-)
Reply
#6
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 Smile I liked also the print42 routine and the binary functions. It's good to have you contributing to this Smile I lack the knowledge needed to find bugs (unless they are too obvious) or to add new things to the library.
Reply
#7
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.
Reply
#8
britlion Wrote: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.

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.
Reply
#9
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*
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)