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Author Topic: Blue Angel 69  (Read 11174 times)

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Offline fano

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Re: Blue Angel 69
« Reply #25 on: 14:22, 03 November 10 »
F*ck yeah, Z80 RULEZ!

Except for when I run out of registers (i.e. always).  >:(
automodification and exx powa ! (IXL,IXH,IYL,IYH too !)
« Last Edit: 14:35, 03 November 10 by fano »
"NOP" is the perfect program : short , fast and (known) bug free

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Offline redbox

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Re: Blue Angel 69
« Reply #26 on: 16:36, 03 November 10 »
automodification and exx powa ! (IXL,IXH,IYL,IYH too !)

Had been considering some self-modifying code but want it to work on a cartridge  8)

EXX is very interesting (and only 4ups).

Offline TFM

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Re: Blue Angel 69
« Reply #27 on: 17:46, 03 November 10 »
Had been considering some self-modifying code but want it to work on a cartridge  8)

EXX is very interesting (and only 4ups).

Load your code from cart to RAM and it can self-modify.
 
EXX has 1 ys ;-)
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Also visit the CPC and Plus users favorite OS: FutureOS - The Revolution on CPC6128 and 6128Plus

Offline redbox

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Re: Blue Angel 69
« Reply #28 on: 20:46, 03 November 10 »
EXX has 1 ys ;-)

Yes, was working in T-states that time...  ;)

Offline fano

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Re: Blue Angel 69
« Reply #29 on: 21:18, 03 November 10 »
Had been considering some self-modifying code but want it to work on a cartridge
With the free space in cartridge , you can do some amazing pre-compiled stuff :D (like sprites)
"NOP" is the perfect program : short , fast and (known) bug free

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Offline voXfReaX

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Re: Blue Angel 69
« Reply #30 on: 22:07, 03 November 10 »
Hello there,

just wanted to drop some lines in order to congratulate the participants of Blue Angel game. Nice board game, with nice musics and graphics. I am glad to hear that there is another game planned for 2011 by you guys. I am looking forward to playing (or even testing:)) it!

We speak,
voxfreax

Offline redbox

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Re: Blue Angel 69
« Reply #31 on: 11:43, 05 November 10 »
you can do some amazing pre-compiled stuff :D (like sprites)

Think I understand how you do compiled soft sprites (i.e. a dedicated ultra fast routine to print one specific sprite) but can't see how you'd make compiled hardware sprites...?

I'm considering writing a utility that takes a normal sprite and compiles it in the way above, but am wondering if there's one already?

Offline arnoldemu

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Re: Blue Angel 69
« Reply #32 on: 12:03, 05 November 10 »
Think I understand how you do compiled soft sprites (i.e. a dedicated ultra fast routine to print one specific sprite) but can't see how you'd make compiled hardware sprites...?

I'm considering writing a utility that takes a normal sprite and compiles it in the way above, but am wondering if there's one already?
Wel I've made some code to generate compiled sprites, but not sure it is good for your needs.

For cpc+ hardware sprites, you need to poke the special ram to define the pixels.
So the compiled hardware sprites is the way you update this ram.
My games. My Games
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Offline arnoldemu

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Re: Blue Angel 69
« Reply #33 on: 12:04, 05 November 10 »
Hello there,

just wanted to drop some lines in order to congratulate the participants of Blue Angel game. Nice board game, with nice musics and graphics. I am glad to hear that there is another game planned for 2011 by you guys. I am looking forward to playing (or even testing:)) it!

We speak,
voxfreax
thanks.

Well the next game, has a different team. I am the coder, but others will do gfx, sound and music this time.
But, I hope to cooperate with the same team in future games :)
My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

Offline redbox

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Re: Blue Angel 69
« Reply #34 on: 13:01, 05 November 10 »
So the compiled hardware sprites is the way you update this ram.

Ah ok, I see what you mean now for hardware sprites, thanks.