Sure thing! π
Posts by 0xC0DE
I was thinking the same thing π For now I just need to store loads of sprite+mask data in SWRAM
At least it will be a fun experiment! π
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...
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
No problem, great accomplishment your Chuckulus journey! On to even greener pastures π
CHUCKULUS
BBC Micro Model B version just released !
github.com/Snuggsy187/C...
Congrats on the release! π
π
2020! π±
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
What have you gotten yourself into π€£
π±
πͺ
π€£
I really should check some of my older games... π
All of the above! π
Another victim! π€£
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)
Cheers, it's great to have ready made graphics ;) I feel like the awkward tile size could come back to haunt me later on
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)
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...
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
Cheers! This is nowhere near PoP/PoA but I'm having fun and that is all that matters ;)
Thanks matey! All due to the original smooth sprites
Acorn Electron "Prince of Arabia" shenanigans... added run-then-turn animation. And, most importantly, I wrote sprite/mask mirroring-on-demandβ’οΈ to save bytes at the cost of using more cycles of course (I also trimmed down the turn animation from 13 to 8 frames)
Should be easy enough!
Nice! I usually leave the clc/sec but comment them out, hoping my future self will understand π
That's great! Don't forget to remove all the unnecessary CLC/SEC opcodes if the value of C is known π
Nice going, Rob! Great idea to have an attract mode