Started by arnoldemu, 10:59, 04 April 10
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Quote from: arnoldemu on 23:29, 19 April 10Source shows the type of sprites used in Mission Genocide, Ghosts and Goblins, Bubble Bobble, Ghouls and Ghosts.
Quote from: redbox on 20:05, 21 April 10That's a really cool example, will have a play around with it.
Quote from: Devilmarkus on 23:55, 21 April 10Cool...Your asm codes really help me to improve JavaCPC's Z80 assembler The source for rotosprites compiles well after I found a missing command
Quote from: Devilmarkus on 23:58, 21 April 10Funny:Also the roto sprite in example before and now this disappear in upper half of screen?
Quote from: Devilmarkus on 00:46, 24 April 10Nice example.Managed to fix another bug thanks your code But your code is bad!Compile, run it and move sprite up! (Reset)
Quote from: ynot.zer0 on 13:00, 24 April 10the disappearing sprite
Quote from: ynot.zer0 on 13:03, 27 April 10buffer_size equ sprite_height*(sprite_width+1);; a buffer to store screen behind spritesprite_background:defs buffer_size <<<<<<<<<<<<<<<<Assemble error here
Quote from: ynot.zer0 on 13:03, 27 April 10..and very nice PoCs these samples are too. I'm learning quite a lot from them at the moment.With the latest code updatebuffer_size equ sprite_height*(sprite_width+1);; a buffer to store screen behind spritesprite_background:defs buffer_size <<<<<<<<<<<<<<<<Assemble error hereI found that for some reason it would not compile if referencing sprite_height; but if you replace it with the numeric value it works:defs 64*sprite_width+1I'm curious; can anyone explain why?
Quote from: arnoldemu on 13:36, 27 April 10I normally use pasmo for my code because like javacpc it has an assembler that evaluates the mathematical expressions and allows you to bracket them.
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