Search found 19 matches
- Wed 28 Mar, 2007 9:04 am
- Forum: Announce Your Projects
- Topic: Donkey Kong
- Replies: 18
- Views: 12162
It's definitely variable. It technically doesn't scroll, it just plots based on a tilemap offset in bc, so the incrementation could easily be changed. No idea whether or not I'll have animated tiles. In fact, scrolling by 2 pixels on the tilemap, but only rotating the background once gives an intere...
- Wed 28 Mar, 2007 4:45 am
- Forum: Announce Your Projects
- Topic: Donkey Kong
- Replies: 18
- Views: 12162
Update: I've made some optimizations, and cut the routine down to 450,000 CC's giving it a framerate of about 13 fps. The speed increase is a bit noticable in this pic. http://i170.photobucket.com/albums/u243/snowman_hater/SCREEN-3.gif Special thanks to dwedit, since i'm using the splash from bubble...
- Tue 27 Mar, 2007 5:32 am
- Forum: Announce Your Projects
- Topic: Donkey Kong
- Replies: 18
- Views: 12162
you that looks pretty sweet. I am not an expert on Donkey Kong but doesn't it have physics, and if it does will this be a physics engine?? I won't have anything as far as acceleration goes, but I will definitely play with the falling rate to make it somewhat realistic. Any sort of heavy calculation...
- Mon 26 Mar, 2007 3:15 am
- Forum: Announce Your Projects
- Topic: Donkey Kong
- Replies: 18
- Views: 12162
- Mon 26 Mar, 2007 3:05 am
- Forum: Announce Your Projects
- Topic: Donkey Kong
- Replies: 18
- Views: 12162
Donkey Kong
Ok, I'm working with papersnowman on a new project now, donkey kong. It will be a tilemapped side-scroller. I have written the scrolling engine so far. It masks the tilemapped foreground on top of a rotating background. I will later release the engine so it can be used by anyone. http://i170.photobu...
- Sun 11 Mar, 2007 8:35 pm
- Forum: Programming Help
- Topic: [TI ASM] Optimizations
- Replies: 69
- Views: 77855
instead of putting 2 nop's between setting the key group and reading from the key pad, use a 1-byte instruction that takes like 7 t-states.
Code: Select all
ld a,$fe
out (1),a
ld a,(de)
in a,(1)
- Sun 11 Mar, 2007 5:12 am
- Forum: Announce Your Projects
- Topic: Tetris
- Replies: 17
- Views: 15816
- Sat 10 Mar, 2007 12:01 am
- Forum: Announce Your Projects
- Topic: Tetris
- Replies: 17
- Views: 15816
DigiTan: well, basically, yeah, a 4x4 tilemap, with only 2 tiles: blocks (1) and spaces (0). So to check for collision on a particular action (moving or rotating), it simulates action, and sees if the outcome contains any 2's, if so, this means that there is collision and the action is invalid, and ...
- Thu 08 Mar, 2007 6:05 am
- Forum: Announce Your Projects
- Topic: Tetris
- Replies: 17
- Views: 15816
- Mon 05 Mar, 2007 5:10 am
- Forum: Announce Your Projects
- Topic: Tetris
- Replies: 17
- Views: 15816
- Sat 03 Mar, 2007 4:35 am
- Forum: Announce Your Projects
- Topic: Tetris
- Replies: 17
- Views: 15816
- Sun 25 Feb, 2007 5:07 am
- Forum: Announce Your Projects
- Topic: The Massacre
- Replies: 58
- Views: 50048
- Wed 07 Feb, 2007 3:33 am
- Forum: Announce Your Projects
- Topic: Tetris
- Replies: 17
- Views: 15816
Note: refresh if you don't see the pic in my first post. :| I would have put this in the graphics section, because it is technically graphics, but I decided not to, because it is coding, not sprites. So here's what I need. I need 22 different routines that will animate the tetris background. The 2 a...
- Wed 07 Feb, 2007 2:29 am
- Forum: Announce Your Projects
- Topic: Tetris
- Replies: 17
- Views: 15816
Tetris
Hey, I made a tetris game, check it out.
- Fri 19 Jan, 2007 5:32 am
- Forum: Announce Your Projects
- Topic: The Massacre
- Replies: 58
- Views: 50048