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MSX Fora

Development - New pictures of our new game

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New pictures of our new game

DarQ
msx professional
Berichten: 837
Geplaatst: 07 Mei 2004, 13:57   
Quote:

Just to keep things straight --> Zett doesn't have a GFX9K. And I'm anyhow not involved in the project of that game... Sorry...



AFAIK Zett wouldn't be this far without you
GuyveR800
msx guru
Berichten: 3048
Geplaatst: 07 Mei 2004, 14:13   
And don't forget to mention the password bug I fixed for him at Tilburg.
zett
msx addict
Berichten: 282
Geplaatst: 07 Mei 2004, 15:09   
Yo, I'm still busy white the game and I have now 120 level ready!
I'm trying to vpoke the sprites instate to put sprite them(makes the game faster)
can sombody make a .bin file for me. what turn of the r800 so that the game olso can be played on the turboR? thanx!!!!!!!!!!!!!!!!!!!!!

GuyveR800
msx guru
Berichten: 3048
Geplaatst: 07 Mei 2004, 16:40   
Such .bin's already exist, although I don't know where to find one ^^;
Alternatively, you can just distribute the game on a disk formatted under MSX-DOS1, which will cause the turboR to play it in Z80 mode.
zett
msx addict
Berichten: 282
Geplaatst: 07 Mei 2004, 16:55   
yeah but what when somebody install is on hd? its gone en run then on r800

yum
msx addict
Berichten: 436
Geplaatst: 07 Mei 2004, 17:01   
Then they just have to boot their compu with the 1 button pressed down
Rikusu

msx professional
Berichten: 955
Geplaatst: 07 Mei 2004, 18:01   
I once had such a .BIN on my harddisk. I guess most Turbo R and harddisk owners have such a file themselves, since they probably encounter the speed problem with any game they start. I shouldn't focus on this problem too much.
[D-Tail]

msx guru
Berichten: 3019
Geplaatst: 07 Mei 2004, 18:35   
Quote:

Then they just have to boot their compu with the 1 button pressed down


Won't work. At least I think there's no-one who has a HDD and MSX-DOS1. MSX-DOS2 won't boot if you keep the '1' pressed...

But I think it's simple... Open some kinda text editor, and input these lines:

ORG #C000
LD A,0
JP #0180

Which changes the CPU mode to Z-80.

It's dead simple indeed. If you change the LD A,0 into LD A,1 or LD A,2, you could change CPU to R800-ROM mode or R800-DRAM mode, respectively.
If I'm not mistaken you could even read in which processor mode the Turbo R is. Just do

ORG #C000
CALL #0183

if reg A contains 0, 1 or 2, it's Z-80, R800-ROM and R800-DRAM mode, respectively.

How to check if the computer's a Turbo R?

if PEEK(&H2D)=0
then print "MSX1!"
else
if PEEK(&H2D)=1
then print "MSX2!"
else
if PEEK(&H2D)=2
then print "MSX2+!"
else
if PEEK(&H2D)=3
then print "MSX Turbo R!"

goodluck!
[D-Tail]

msx guru
Berichten: 3019
Geplaatst: 07 Mei 2004, 18:37   
Quote:

I once had such a .BIN on my harddisk. I guess most Turbo R and harddisk owners have such a file themselves, since they probably encounter the speed problem with any game they start. I shouldn't focus on this problem too much.


I have a small utility on my HDD, which I got from BodySlammeR (erm... BodyHammeR, all right!): R800.COM.

Type R800 z for Z-80 mode
R800 r for R800-ROM mode
R800 d for R800-DRAM mode.

AFAIK the tool's been made by Trunks.
flyguille
msx master
Berichten: 1223
Geplaatst: 07 Mei 2004, 19:22   
well, about the game, is you found very slow the basic for insert enemys.... and you want to do the game more interesting..


you can do, low gravity or inverted gravity zones on the scene....

so, graphically, you can simulate the working of a vacuum cleaner machine or something , simply working with the switching of 2 palettes, to graphically simulated the air moving. If the ball falls on the machine you loose.

So is, very simply to code in basic....

Simply take the gobal gravity variable. And modify his value if the ball is on a gravity modified zone.

HOw to know if the ball is on a modified zone, in the same way, than you program the walls crashs.

for inverted gravity zones, you can draw imams, or electro-imams, switched by mean a general switch that you need activate first, to allow the goal using the force of the imams. But to not touch a electro-imams, because you dead!....



Simply great ideas, without enlarge much the code.





zett
msx addict
Berichten: 282
Geplaatst: 07 Mei 2004, 19:45   
Heej in the game ther is gravity, and I use switch between color's
no enemys futher. The diffeculty of the game is the time and movement of the ball!

flyguille
msx master
Berichten: 1223
Geplaatst: 07 Mei 2004, 20:13   
well, if the speed is the problem... and in your basic program already are using all integer variables... please sendme the basic program only the part of the animation routine, so i will to code it in assembler, then i will send you the BIN and the instructions about how execute it from your basic program.. it can take me MAX 3 days. Or 1 complete day.


you need to explain in a text file, the input/output variable that you are using...


zett
msx addict
Berichten: 282
Geplaatst: 07 Mei 2004, 20:17   
Thank You for your offer but no thanx I want to creat this game in basic !.
This is the first time I create a game most by my self

zett
msx addict
Berichten: 282
Geplaatst: 07 Mei 2004, 20:22   
But I like it to make games for msx so If you have time left we could create a game !

flyguille
msx master
Berichten: 1223
Geplaatst: 07 Mei 2004, 21:59   
tricks to acelerate basic programming


IF STRIG(1) <>0 then

=

IF STRIG(1) then

in the same way


if a+b <> 0 then

=

if a+b then



the THEN sentences are executed when any math formula got a result <>0.

So, all variables used as switch, you can design the program to that every variable is true when his value = 0 , so you can make more fast basic code. Or use the ELSE sentences as a true meaning.

Other things

Is faster precalcuated math formulas outside of the animation routine, instead calculate it every time on the animation routine. By example


XP = Xplayer + SC * SZ ;if SC and SZ got constants value when the animation is executed you can do the multiplication outside the animation routine.

Other thing, fixed values as PUT SPRITE x,(100+x)

the "100" is more faster if is on a integer variable.

Is faster using VPOKE and VPEEK if you are programming on screen 2 to access to the NAME TABLE. Allways if you are using several factors like

VPOKE 6144+x*8,xxx

if you use x*8 in other side of the animation routine, you can do a precalculation x2=x*8, and to use x2 every time that you need the x*8 value




 
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