Re: A83: Background routine...
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Re: A83: Background routine...
You could always have a table of values for the y coordinate with a given x
coordinate for when it shots out, you wouldn't need to worry about the
rotary after that.
Joe Wingbermuehle
http://www.usmo.com/~joewing/
-----Original Message-----
From: Linus Akesson <lairfight@softhome.net>
To: Harper Maddox <assembly-83@lists.ticalc.org>
Date: Sunday, September 13, 1998 9:17 AM
Subject: Re: A83: Background routine...
>
>That's where I'm stuck too. I even got as far as drawing some lines on a
piece
>of paper, but it didn't help... =)
>
>Linus
>
>On 12-Sep-98, Harper Maddox wrote:
>
>>heh, didnt think of pinball... I was going to make a pinball game, until i
>>thought about how hard the rotary motion would be (ie. after the ball is
>>shot onto the table) I guess i could make one where the ball is shot out
>>from the bottom (like in kirby's pinball land for gameboy)
>
>>-Harper Maddox
>
>>jerky@ebicom.net
>>IRC nick: Geori
>>ICQ: 1214597
>
>>-----Original Message-----
>>From: Linus Akesson <lairfight@softhome.net>
>>To: Harper Maddox <assembly-83@lists.ticalc.org>
>>Date: Saturday, September 12, 1998 3:49 AM
>>Subject: Re: A83: Background routine...
>
>
>>>
>>>I started working on a pinball game once. The scrolling background works
>>>really fine.
>>>
>>>Linus
>>>
>>>On 12-Sep-98, Harper Maddox wrote:
>>>
>>>>Hmm... i dont see any examples. I dont think anyone would want to leave
a
>>>>20k picture on their calculator for mere viewing, so i rest my case that
>>>>background scrolling is only used effectively in fighting games.
>>>
>>>>-Harper Maddox
>>>
>>>>jerky@ebicom.net
>>>>IRC nick: Geori
>>>>ICQ: 1214597
>>>
>>>>-----Original Message-----
>>>>From: Linus Akesson <lairfight@softhome.net>
>>>>To: Harper Maddox <assembly-83@lists.ticalc.org>
>>>>Date: Tuesday, September 08, 1998 12:44 PM
>>>>Subject: Re: A83: Background routine...
>>>
>>>
>>>>>
>>>>>Well, sure, the only programs you've seen that use scrolling
backgrounds,
>>>>>where the scrolling backgrounds are such a big part of the game that
they
>>>>can
>>>>>be considered ok, are fighting games. The only games you can _imagine_
in
>>>>>which scrolling backgrounds are ok are fighting games. But going from
>>there
>>>>to
>>>>>saying that there _aren't_ or even _won't be_ such a thing as a
>>>>non-fighting
>>>>>game in which scrolling backgrounds are ok to use, is in my opinion,
>>well,
>>>>>wrong.
>>>>>
>>>>>Linus
>>>>>
>>>>>On 07-Sep-98, Harper Maddox wrote:
>>>>>
>>>>>>OHHH... k
>>>>>
>>>>>>what have you done using scrolling backgrounds?
>>>>>
>>>>>>Im saying its only logical to use it in a fighting game where the
>>>>background
>>>>>>would take up 2 screens at the most (im contemplating this for
Punchout
>>>>83s
>>>>>>background)
>>>>>
>>>>>>if you are using it for a different type of game, say RPG.. then you
>>would
>>>>>>run out of memory with roughly 5x5 screens of information.
>>>>>
>>>>>>-Harper Maddox
>>>>>
>>>>>>jerky@ebicom.net
>>>>>>IRC nick: Geori
>>>>>>ICQ: 1214597
>>>>>
>>>>>>-----Original Message-----
>>>>>>From: Linus Akesson <lairfight@softhome.net>
>>>>>>To: Harper Maddox <assembly-83@lists.ticalc.org>
>>>>>>Date: Monday, September 07, 1998 11:45 AM
>>>>>>Subject: Re: A83: Background routine...
>>>>>
>>>>>
>>>>>>>
>>>>>>>wrong.
>>>>>>>
>>>>>>>Linus
>>>>>>>
>>>>>>>On 07-Sep-98, Harper Maddox wrote:
>>>>>>>
>>>>>>>>the only practical application of a scrolling background is for a
>>>>fighting
>>>>>>>>game
>>>>>>>
>>>>>>>>-Harper Maddox
>>>>>>>
>>>>>>>>jerky@ebicom.net
>>>>>>>>IRC nick: Geori
>>>>>>>>ICQ: 1214597
>>>>>>>
>>>>>>>>-----Original Message-----
>>>>>>>>From: Scott Dial (Revenant) <homosapian@geocities.com>
>>>>>>>>To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
>>>>>>>>Date: Monday, September 07, 1998 10:51 AM
>>>>>>>>Subject: Re: A83: Background routine...
>>>>>>>
>>>>>>>
>>>>>>>>>
>>>>>>>>>I have to say I hate people like that, but how is this gonna help
>>much
>>>>>>>>>if you are making a game? By doing this you have to have a full
>>fledge
>>>>>>>>>picture for each piece of screen. That's way too big to use for a
>>>>>>>>>side/vertical scroller. I have one that uses sprites for a side
>>>>scroller
>>>>>>>>>and would do the same thing for a game. Except it keeps crashing.
If
>>>>you
>>>>>>>>>want to debug it and use it then cool.
>>>>>>>>>
>>>>>>>>>James Matthews wrote:
>>>>>>>>>>
>>>>>>>>>> I know my tutorials are slow coming out, but senior year +
college
>>>>>>>>>> apps + ThinkQuest + Monopoly (programming) + chicks...um,
tutorials
>>>>>>>>>> are waaaay down there :)...anyway, here is my Background
tutorial.
>>>>>>>>>> Thanks to Movax (ey?)....
>>>>>>>>>>
>>>>>>>>>> Tutorial 39: Scrolling Background.
>>>>>>>>>> More Game Techniques.
>>>>>>>>>> Introduction.
>>>>>>>>>> Well, after attempt after attempt at finding or writing a decent
>>>>>>>>>> scrolling routine. I'm talking to Movax, and he's like "Hold
on",
>>5
>>>>>>>>>> minutes later I'm running a perfect scrolling routine he'd just
>>>>>>>>>> written (don't you hate people like that! =Þ). Thanks a lot to
>>>>Hannes
>>>>>>>>>> "Movax" Edfeldt.
>>>>>>>>>>
>>>>>>>>>> New Commands.
>>>>>>>>>>
>>>>>>>>>> _getk - I've covered this briefly before. Here's the formal
>>>>>>>>>> coverlike BASIC getkey. Returns value of the key to OP1. Values
>>are
>>>>>>>>>> shown the Ti-manual.
>>>>>>>>>>
>>>>>>>>>> The Code.
>>>>>>>>>>
>>>>>>>>>> ld hl,picture ;Load your pic.
>>>>>>>>>> ld de,PLOTSSCREEN
>>>>>>>>>> ld bc,768
>>>>>>>>>> ldir
>>>>>>>>>> call _grbufcpy_v
>>>>>>>>>>
>>>>>>>>>> loop:
>>>>>>>>>> call _scrollright
>>>>>>>>>> call _grbufcpy_v
>>>>>>>>>>
>>>>>>>>>> call _getk ; Key to OP2.
>>>>>>>>>> call _op2toop1
>>>>>>>>>> call _convop1
>>>>>>>>>> cp 45 ; If clear
>>>>>>>>>> jp nz,loop ;
>>>>>>>>>> ret
>>>>>>>>>>
>>>>>>>>>> _ScrollRight:
>>>>>>>>>> ld de,12
>>>>>>>>>> ld hl,8e29h-1
>>>>>>>>>> ld b,64 ; 64*12=768 bytes to rotate
>>>>>>>>>> _loop1:
>>>>>>>>>> push hl ; Test if there's a bit to wrap around
>>>>>>>>>> add hl,de
>>>>>>>>>> ld a,(hl)
>>>>>>>>>> and 00000001b
>>>>>>>>>> sub 00000001b
>>>>>>>>>> ccf
>>>>>>>>>> pop hl
>>>>>>>>>>
>>>>>>>>>> inc hl ; We'll waste space here to gain some speed
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl ; We'll waste space here to gain some speed
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>> inc hl
>>>>>>>>>> rr (hl)
>>>>>>>>>>
>>>>>>>>>> djnz _loop1
>>>>>>>>>>
>>>>>>>>>> ret
>>>>>>>>>>
>>>>>>>>>> picture:
>>>>>>>>>> ;Put your picture here.
>>>>>>>>>>
>>>>>>>>>> .end
>>>>>>>>>> END
>>>>>>>>>>
>>>>>>>>>> Conclusion.
>>>>>>>>>> Thanks again to Movax for this routine! This should help all of
>>you
>>>>>>>>>> game freaks out there! If you come up with a better routine that
>>>>>>>>>> scrolls left/right, up/down, or all directions, please contact
me!
>>>>>>>>>> Thanks.
>>>>>>>>>>
>>>>>>>>>> {button , Klink(Scrolling;Movax;Graphics)} Related Topics.
>>>>>>>>>>
>>>>>>>>>> Addition: if you come up w/a routine that is *well documented*
>>>>>>>>>> contact me :)...
>>>>>>>>>>
>>>>>>>>>> Later,
>>>>>>>>>>
>>>>>>>>>> James Matthews (matthews@tkb.att.ne.jp)
>>>>>>>>>>
>>>>>>>>>> ICQ: 7413754
>>>>>>>>>> http://home.att.ne.jp/gold/tomcat21/index.html
>>>>>>>>>> http://library.advanced.org/18242/
>>>>>>>>>
>>>>>>>>>--
>>>>>>>>>Scott Dial
>>>>>>>>>revenant_1@hotmail.com
>>>>>>>>>ICQ#3608935
>>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>
>>>>>
>>>>>
>>>
>>>
>>>
>
>
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