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Cooming 2013: "Yumiko in the haunted Mansion"
#16
JBGV Wrote:Well, the effect of lightning is awesome.

I played the easy levels and I liked it, will be very addictive.

I recommend you to try !

Congratulations!
Thank you very much. There is still much to do before I can say, it is finished.
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#17
I´ll take a look for it. Thank you. Big Grin
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#18
Finished!!! Download the Standard Edition from my webpage. The archive contains TAP, TZX (with counter-Custom loader), MGT and TRD versions. This was a fight for every free byte, only 274 bytes free left!!! The Collectors Edition will follow later on Tape or as digital download. Must order some C-15 tapes for it, and finish the intro. Instruction follows later. I'm tired now!
Download available from: <!-- m --><a class="postlink" href="http://members.inode.at/838331/index.html">http://members.inode.at/838331/index.html</a><!-- m -->
I will upload the game also on Worldofspectrum.org.
The screenshots on previous page are updated now.
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#19
Id someone downloaded before yesterday 5 PM, please redownload. The new version has a company logo at start and some bugs are fixed now.
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#20
LCD, I think it's one of the best games I've seen this year !!

It's really good, graphics, music, addictive ... One of my votes in WOS will be for this game.

Congratulations !!
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#21
JBGV Wrote:LCD, I think it's one of the best games I've seen this year !!

It's really good, graphics, music, addictive ... One of my votes in WOS will be for this game.

Congratulations !!

Thank you. You are welcome to do so.
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#22
I'm writing a game that needs a similar pool of light around a point. *Ahem*

Any chance of stealing your light attrib routine as a basis?
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#23
britlion Wrote:I'm writing a game that needs a similar pool of light around a point. *Ahem*

Any chance of stealing your light attrib routine as a basis?

Yes. How I can help you in this task? PM me your mail adress and I will send you the source code.
Your project is very ambitious.
BTW: How to extend PutChars to add masking? I want to have some parts of the background shine through the chars by defining bitmap of a mask.
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#24
>> BTW: How to extend PutChars to add masking? I want to have some parts of the background shine through the chars by defining bitmap of a mask.

Ooh. Tricky.

If the data was stored Bitmap/Mask/Bitmap/Mask, it might not be too bad - could get the bitmap, inc de and get the mask, then mask out screen, then or in the bitmap.


Edit: since we use the mask first, might make even more sense to be mask/bitmap/mask...etc.
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#25
britlion Wrote:>> BTW: How to extend PutChars to add masking? I want to have some parts of the background shine through the chars by defining bitmap of a mask.

Ooh. Tricky.

If the data was stored Bitmap/Mask/Bitmap/Mask, it might not be too bad - could get the bitmap, inc de and get the mask, then mask out screen, then or in the bitmap.


Edit: since we use the mask first, might make even more sense to be mask/bitmap/mask...etc.

I think the same and I know that I need to modify these:
Code:
ld a,(DE) ;' First Row
      LD (HL),a
      
      INC DE
      INC H
And all following. Trying now...
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#26
I'm playing with it too. Probably do a rewrite that will drive you crazy, like move to zig-zag data Smile
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#27
Without changing the data format - except to add a mask byte before each data byte I think something like:


Code:
; gets screen address in HL, AND bytes address in DE. Copies the 8 bytes TO the screen
ld a,(DE) ; First Row
AND (HL)
LD C,A
INC DE
LD A,(DE)
OR C
LD (HL),A

Would do it - though it corrupts the C register.

Code:
; gets screen address in HL, AND bytes address in DE. Copies the 8 bytes TO the screen
ld a,(DE) ; First Row
AND (HL)
INC DE
EX DE,HL
OR (HL)
EX DE,HL
LD (HL),a


May work - and doesn't use any other registers. ALso takes 42 T states as well.

sadly they both triple the time this block takes to run over the original without masking.
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#28
LCD Wrote:
britlion Wrote:I'm writing a game that needs a similar pool of light around a point. *Ahem*

Any chance of stealing your light attrib routine as a basis?

Yes. How I can help you in this task? PM me your mail adress and I will send you the source code.
Your project is very ambitious.
BTW: How to extend PutChars to add masking? I want to have some parts of the background shine through the chars by defining bitmap of a mask.
Have a look at PRINT routine. PRINT uses OVER 2 and OVER 3 for masking. Wink
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#29
boriel Wrote:
LCD Wrote:
britlion Wrote:I'm writing a game that needs a similar pool of light around a point. *Ahem*

Any chance of stealing your light attrib routine as a basis?

Yes. How I can help you in this task? PM me your mail adress and I will send you the source code.
Your project is very ambitious.
BTW: How to extend PutChars to add masking? I want to have some parts of the background shine through the chars by defining bitmap of a mask.
Have a look at PRINT routine. PRINT uses OVER 2 and OVER 3 for masking. Wink
PRINT masking does not allow to shine through only selected parts of the bitmap to make them appear like "sprites" with a border around them. And if I'm low on memory, I replace all prints with a routine based on PutChars because this saves around 800 bytes of memory. Maybe you noticed in source of Yumiko.

@ Britlion: I modified the program as your said (in my experiment the first three ASM instructions are the same as yours, but then I stuck, I still cannot think correctly, and forgot the possibility of EXX instruction). And it works now fine. Thats great. Exactly what I wanted.
Thank you.
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#30
LCD Wrote:BTW: How to extend PutChars to add masking? I want to have some parts of the background shine through the chars by defining bitmap of a mask.
Have a look at PRINT routine. PRINT uses OVER 2 and OVER 3 for masking. Wink[/quote]
PRINT masking does not allow to shine through only selected parts of the bitmap to make them appear like "sprites" with a border around them. And if I'm low on memory, I replace all prints with a routine based on PutChars because this saves around 800 bytes of memory. Maybe you noticed in source of Yumiko.[/quote].
That's right. PRINT is a very generic routine (as BASIC requires). Usually you need OVER 2 + OVER 3 (OVER 2 + OVER 1 will also work) to do masking, but you will need to precalculate the inverted mask in advance. I haven't read your code entirely, BTW, but if you managed to get a routine that calculates some masks automatically (this is usually not possible, I guess) and invert them (e.g. at the beginning of each game level, or whatever) you will save a lot of memory. I've always wanted something like this :roll:
Quote:I modified the program as your said (the first three instructions are the same as yours, but then I stuck). And it works fine. Thats great. Exactly what I wanted. Thank you.
:?: :?
Sorry, I wasn't questioning your code; just suggesting you can get some ideas from the default PRINT routine (as I do from many places, the ROM included).
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