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Post by omegamax on Jan 11, 2017 9:35:40 GMT
Hope everyone had a merry Christmas and a happy new year.Anyway just some more "junk?"from me,ripped my hero tiles and added Ms pacman,I started building the levels so I can scroll horizontally.I'll try and code a demo in the next few days.
I'm building levels like so....
;====================================================== ;====================================================== Do_BuildMapPointers: ld a, (_MapXPositionH) add a,a ld e, a ld d,0 ld hl,StageDataPointerTable add hl, de ld a, (hl) inc hl ld h, (hl) ld l, a ld de,BackTileBufferAddress call Do_FillTileBuffer ld hl,$7800 call Do_HLToVDpControl ld de,BackTileBufferAddress ld bc,768 -: ld a,(de) out ($be),a inc de ld a,(de) out ($be),a inc de dec bc ld a,b or c jr nz,- ret ;====================================================== ;====================================================== Do_HLToVDpControl: ld a, l out ($bf), a ld a,h out ($bf), a ret ;====================================================== Do_FillTileBuffer: FillTileBufferLoop: ld a, (hl) inc hl or a ret z ld b, a res 7, b jp p, + -: ld a,(hl) ld (de),a inc hl inc de inc de djnz - jr FillTileBufferLoop
+: ld a, (hl) -: ld (de), a inc de inc de djnz - inc hl jr FillTileBufferLoop ;====================================================== StageDataPointerTable: .dw Stage1 .dw Stage2 ;====================================================== ;====================================================== Stage1: .db 96,$b8 .db 127,$b8,127,$b8,66,$b8,4,$b8,$83,$ab,$ac,$ad,$14,$b8,$83,$ab,$ac,$ad,$03,$b8 .db $86,$ab,$ac,$ad,$ae,$af,$b0,17,$b8,$86,$ab,$ac,$ad,$ae,$af,$b0 .db 3,$b8,$86,$ae,$af,$b0,$ae,$af,$b0,2,$b8,$83,$ab,$ac,$ad,12,$b8,$86,$ae,$af,$b0,$ae,$af,$b0,3,$b8 .db $86,$b1,$b2,$b3,$b1,$b2,$b3,2,$b8,$86,$ae,$af,$b0,$ab,$ac,$ad,9,$b8,$86,$b1,$b2,$b3,$b1,$b2,$b3 .db 4,$b8,$84,$99,$b8,$b8,$99,3,$b8,$89,$b1,$b2,$b3,$ae,$af,$b0,$ab,$ac,$ad,3,$b8,$83,$ab,$ac,$ad .db $85,$b8,$99,$b8,$b8,$99,3,$b8,$89,$a7,$a8,$a7,$a8,$a7,$a8,$a7,$a8,$a7,$84,$90,$91,$91,$90,1,$b2 .db $84,$90,$91,$91,$90,$8e,$a7,$a8,$a7,$a8,$a7,$a8,$a7,$a8,$a7,$a7,$a8,$a7,$a8,$a7 .db $89,$aa,$a9,$aa,$a9,$aa,$a9,$aa,$a9,$aa,$84,$92,$93,$93,$92,1,$99,$84,$92,$93,$93,$92 .db $8e,$a9,$aa,$a9,$aa,$a9,$aa,$a9,$aa,$a9,$aa,$a9,$aa,$a9,$aa,32,$94,32,$b8,32,$9a,32,$73,$00
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Post by Stan on May 17, 2017 17:23:45 GMT
Just letting everyone know I have some time now to start this up again. The first thing I'm doing is revising the original articles. Some things need changed, including errors, and after finishing the write-up of the screen code in the last section finished, moving on from there. omegamax and I have been discussing different little programs he's worked with, which will prove useful to everyone to see how these things work down to the little details.
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