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Post by alxinho on Aug 27, 2015 18:28:10 GMT
Me gusta! 
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Post by rmartins on Aug 27, 2015 19:57:29 GMT
Now I don't need to convince you, you can see for yourself   Ball bouncing with acceleration controlled by keyboard input. Ball flicker is due to problems explained before, and is very obvious in this animation. NOTE: Vertical animation is pixel accurate, but horizontal is still character accurate, i.e. it jumps a multiple of 8 pixels. Bitmap/sprite horizontal scroll is not implemented here yet. Final version, will probably not bounce as high (not as elastic). current parameters were just for testing. NOTE: GIF animation, extracted using ZXSpin emulator
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Post by alxinho on Aug 27, 2015 22:35:37 GMT
Awesome! 
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Post by rmartins on Aug 28, 2015 15:29:11 GMT
Here is a Screen Clear speed test, and debugging timing with border output.  And good news, I already have one candidate for the music. 
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Post by rmartins on Aug 28, 2015 15:43:03 GMT
Hacking a quick & simple scroll routine, sometimes doesn't work exactly as expected  
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Post by Ivanzx on Aug 28, 2015 16:32:34 GMT
Hacking a quick & simple scroll routine, sometimes doesn't work exactly as expected   Hehe, good that we are not in the 80s, or you could have lost or your progress  By the way, good news that you found somebody for the music, I guess is Utz, right?
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Post by rmartins on Aug 28, 2015 17:22:11 GMT
Actually, there was no problem here, but sometimes it does happen. It's just a quick debug hack  I'm just not clearing the screen when starting, so that I have a bunch of image data already populated in screen buffer, from Zeus editor screen. Which is easy to produce with a simple list inside Zeus. So, scrolling is just getting bytes from screen and shuffling them around. It looks odd, because it's not working as expected, and it damages the screen buffer, but doesn't hurt the source code, since it's located elsewhere in memory obviously. Text on screen is just a graphical representation (using ROM font table) of source code bytes that are elsewhere. Yes, the musician that offered help is Utz.
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Post by rmartins on Aug 28, 2015 17:41:58 GMT
Although it might not look like, but here is correct output from scrolling routine.  There is garbage on the left, because the ball was bouncing on the left side, scroll happens next, and then blit ball bitmap again in update position. Another awkward thing is platforms seem to be getting longer, but this is due to the same problem, scrolling and then printing them again on the same old spot, this explains the Pinocchio effect 
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Post by rmartins on Aug 29, 2015 9:20:09 GMT
Ok, here is another update, starting to build designed test level 0.  I still need to define a good structure for level data.
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Post by alxinho on Aug 29, 2015 10:09:30 GMT
I really want to play your game! 
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Post by rmartins on Aug 29, 2015 10:40:51 GMT
I really want to play your game!  Me to  LOL
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Post by climacus on Aug 29, 2015 13:16:37 GMT
It seems a very interesting game.
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Post by rmartins on Aug 29, 2015 22:28:54 GMT
Some code refactoring done, updated mockup. Added some more sprites and implemented sprite vertical mirror, so that I can reuse vertically mirrored sprites like Ray and Beam emitters. 
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Post by rmartins on Aug 31, 2015 19:21:24 GMT
Fixed a few, things, but sometimes it seems we are going backwards   Did some code refactoring again, and reviewed Sprite header data format, to be more flexible and allow to reuse color bytes between similar sprites. All good, but then some of the routines are broken  Fixing ...
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Post by Ivanzx on Aug 31, 2015 20:11:59 GMT
Very interesting posts from the development point of view, Rui  Bu the way, how is it to come back to z80 coding after so many years?
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