Started by arnoldemu, 10:59, 04 April 10
0 Members and 1 Guest are viewing this topic.
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.
Page created in 0.120 seconds with 50 queries.