A82: Re: Subhunt graphics demo
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A82: Re: Subhunt graphics demo
Looks good so far.. What are those numbers on the ships supposed to mean?
Bryan
----- Original Message -----
From: Sam Heald <evil_sam@hotmail.com>
To: <assembly-82@lists.ticalc.org>
Sent: Friday, August 13, 1999 10:01 AM
Subject: A82: Subhunt graphics demo
> I finally got the enemy generating routine to work properly. For those
> who are interested in what I did wrong...
>
> The MUL_HL ROM call outputs HL not (HL) So when I wrote "ld a,(HL)",
it
> would return very strange answers (prime numbers, etc.) for depth and HP.
> Changing that line of code to "ld a,l" fixed the problem. The random
number
> routine really sucks, so the speed, depths, and HP's are a little
> repetitive. If a ship looks really strange, it's because two ships
overlap.
> If anyone knows of a better one than Jimmy Mardell's, let me know. The one
> used in an SOS library seems just as bad, and the CrASH one isn't very
> useful.
>
> Here's a little graphics demo that shows the basic graphics & gameplay
of
> the game. I disabled anything that might crash your calculator (collision
> detection, levels, scoring, etc.).
>
> The controls:
> 2ND = Fire left bullet
> MODE = Fire right bullet
> DEL = Exit game
>
> Any comments (suggestions) regarding graphics or gameplay are welcomed.
> The actual game should be ready next week, but I guess I said that last
week
> didn't I ;)
> Sam
>
>
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