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Posts by 0xC0DE

Sure thing! πŸ‘

16 hours ago 1 0 1 0

I was thinking the same thing πŸ˜„ For now I just need to store loads of sprite+mask data in SWRAM

16 hours ago 1 0 0 0

At least it will be a fun experiment! 😎

18 hours ago 2 0 0 0

I hope I don't need that much! I'm a bit torn because I usually like stuff to work on a bog standard Elk...

18 hours ago 4 0 1 0
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As expected I'm already running out of RAM due to an overload of cute graphics in the Prince of Arabia port to the Acorn Electron. Time to move some stuff to one (or more!) SWRAM banks

18 hours ago 28 3 3 0

No problem, great accomplishment your Chuckulus journey! On to even greener pastures πŸ˜‰

18 hours ago 2 0 1 0
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CHUCKULUS
BBC Micro Model B version just released !

github.com/Snuggsy187/C...

21 hours ago 41 19 6 1

Congrats on the release! πŸ‘

20 hours ago 2 0 1 0

πŸ˜„

4 days ago 2 0 0 0

2020! 😱

4 days ago 2 0 1 0
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This worked for me:

ldx #%00001011
stx &fe40; (crucial!) turn keyboard autoscan on temporarily
ldx #&ff
stx &fe43 ; set all 8 bits of DDR A as output
;... sound stuff ...
lda #&7f
sta &fe43 ; set DDR A back to 1 input, 7 output (for keyboard)
lda #%00000011
sta &fe40 ; keyboard autoscan off again

4 days ago 3 0 2 0

What have you gotten yourself into 🀣

5 days ago 3 0 1 0

😱

1 week ago 0 0 0 0

πŸ’ͺ

1 week ago 1 0 0 0

🀣

1 week ago 1 0 0 0

I really should check some of my older games... πŸ˜…

1 week ago 2 0 0 0

All of the above! πŸ˜…

1 week ago 2 0 0 0

Another victim! 🀣

1 week ago 1 0 0 0
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Caution: always set HIMEM to an appropriate/safe value if you have a game loader in BBC BASIC. Especially if that program loads a large binary that extends into screen memory before relocation. Same goes for disabling the software cursor. Any guesses why? (I found out the hard way... again)

1 week ago 22 0 4 1

Cheers, it's great to have ready made graphics ;) I feel like the awkward tile size could come back to haunt me later on

1 week ago 2 0 0 0
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Acorn Electron Prince of Arabia WIP (?). I've spent quite some time making tools to process/encode the tile + level data into a suitable format. Here I am finally able to show the 'rooms' of level 1. Tile size is an awkward 12x31 pixels (doubled to 24x62)

1 week ago 52 10 1 0

Play tested the new version of Apache Canyon up to a score of +200k on the real Elk tonight with no issues. I've also let the new demo mode test it on some emulated hardware, also with no issues so I think its time to release it :)

V1.5 available here: github.com/rasto68/apac...

1 week ago 10 4 1 0

Yep, flipping the actual sprite+mask data (which are stored interleaved) when the player state requires a flipped sprite and the sprite is not currently flipped (and vice versa). If you accept that the middle column is 'flipped' twice then sprite width (in columns) doesn't matter btw

2 weeks ago 3 1 0 0

Cheers! This is nowhere near PoP/PoA but I'm having fun and that is all that matters ;)

2 weeks ago 0 0 0 0

Thanks matey! All due to the original smooth sprites

2 weeks ago 0 0 0 0
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Acorn Electron "Prince of Arabia" shenanigans... added run-then-turn animation. And, most importantly, I wrote sprite/mask mirroring-on-demandℒ️ to save bytes at the cost of using more cycles of course (I also trimmed down the turn animation from 13 to 8 frames)

2 weeks ago 36 6 3 0

Should be easy enough!

2 weeks ago 2 0 0 0

Nice! I usually leave the clc/sec but comment them out, hoping my future self will understand 😁

2 weeks ago 1 0 1 0
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That's great! Don't forget to remove all the unnecessary CLC/SEC opcodes if the value of C is known 😎

2 weeks ago 1 0 1 0

Nice going, Rob! Great idea to have an attract mode

2 weeks ago 2 0 1 0