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avatar_ervin

[Development] - Working on a Space Harrier style of game

Started by ervin, 13:30, 14 August 18

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ervin

A small update...

I now have a (very badly drawn) huge sprite in the engine!
It fills the entire playing area and moves at a playable speed.

https://www.dropbox.com/s/hyhnxqrx1278fz1/vid5.gif?dl=0

In other news, I finally solved the 2 bugs that have been around for almost 2 months.
One of them caused random palette changes while the program was running(!), and the other relates to something I said earlier (in this thread) about having problems with the crunching/decrunching tools I am using.

It turns out that both problems were caused by a stupid oversight on my part!
*One* of my ASM functions was not protecting all the required registers, and on return to the calling code, occassional unpredictable behaviour would occur.
That was a very obscure bug to find, and I'm so glad it's finally solved.

I must apologise for any confusion caused earlier when I mentioned the problem with the decrunch routine.
The problem was my own, and the crunching/decrunching tools (LZ48 by roudoudou) are *fantastic* (and working perfectly well, now that MY silly mistake has been fixed).

Targhan

Targhan/Arkos

Arkos Tracker 2.0.1 now released! - Follow the news on Twitter!
Disark - A cross-platform Z80 disassembler/source converter
FDC Tool 1.1 - Read Amsdos files without the system

Imperial Mahjong
Orion Prime

Arnaud

Less than one month before deadline.

All is right ?

ervin

My regular work has been crushing me for the last 3 weeks, and we're in serious crunch mode.
I've been working until 1am or 2am almost every night, and I'm absolutely exhausted.
I hate when real-life work gets in the way of personal projects.

I haven't touched my CPC game at all in that time, which is heartbreaking, as it is looking very promising. And even when the crunch at work finished, I don't know if I'll have the desire to do coding in the evenings...

:( :'(

I will eventually continue this CPC project though.
The last thing I got working in it was a landscape that is composed of any number of segments, and those segments contain any combination of sprites. The landscape segments are loaded in randomly, real-time (from RAM), and can be flipped to produce more segment types at no memory cost.
It was really cool to get that working (although it is still kind of buggy), but I haven't looked at that code for a little while.

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