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Search Again :: Adv Search 1000 results in 0.007s
<1…78910111213…34>
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... flip the screen the main sprite does not spawn and you ... There is nothing wrong with AGD, I don't think I ... doing Trooper in PGD. AGD is let down by the ... expensive a 4 frame animated sprite can take up 1/ ... could only be remidied if AGD became some sort of ...
    BiNMaN BiNMaN February 2010 Development
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... involve giving each block a mask, and taking up another ... 40K of RAM and rewrite AGD as a Spectrum ROM, ... incorporate a GUI version of AGD with his emulator. I ... get you about the dummy mask screen, still would be ... although the delay in AGD does do a similar thing ...
    BiNMaN BiNMaN February 2010 Development
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    Okay, the reverse-direction sprite stuff is now in for ... 've even written a little sprite selector routine to save having ... currently writing a game with AGD, avoid deleting characters in the ...
    jonathan jonathan March 2010 Development
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... me off but since using AGD I fancy another crack at ... and something other than box sprite collision detection. Otherwise horizontally the ...
    BiNMaN BiNMaN March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... would only mean extending the mask 1 pixel out around the ... the mask your using, without having to create a separate sprite as ...
    kgmcneil kgmcneil March 2010 Development
  • tricks to simplify codingWhen i started with programming in assembler i had very simple approach to do things. Just shifting bytes around, doing simple tests and so... Later …

    ... /> struct sp1_ss { // "sprite structs" - 20 bytes - Every sprite is described by ... uchar width; // +2 width of sprite in tiles
    uchar height ... is made to the sprite draw code (mask, xor, or, etc ...
    Alcoholics Anonymous Alcoholics Anonymous March 2010 Development
  • My first platformerHi all! How do you do? Been lurking here for a while, but never had the courage to join the forum. :) The Speccy was my first computer, so I've alw…

    ... s = sp1_CreateSpr(..,..,1,..,..); // sprite is 1x1
    sp1_AddColSpr(s ... ,SP1_DRAW_MASK2RB,..,0,..); // sprite is now 1x2
    ... ' parameter in a sprite's struct_sp1_ss actually determines ... sprite graphic down one pixel? Easy... subtract 1 (or 2 if mask ...
    Alcoholics Anonymous Alcoholics Anonymous March 2010 Development
  • My first platformerHi all! How do you do? Been lurking here for a while, but never had the courage to join the forum. :) The Speccy was my first computer, so I've alw…

    ... elements on an intermediate sprite plane. sp1_PrintString allows ... mask data or not.

    height = height of sprite ... srcframe = address of the unshifted sprite graphic

    ... /> When you create the sprite via sp1_CreateSpr and sp1_AddColSpr, ...
    Alcoholics Anonymous Alcoholics Anonymous March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... which will in turn influence sprite limitations and issues of graphic ... tiles, the masking and sprite maps being something like 3x4 ... frame being 8x5, the mask and sprite maps would have frames equal ... can recycle and reuse sprite tiles and mask tiles in the same ...
    kgmcneil kgmcneil March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... will in turn influence sprite limitations and issues of graphic ... can recycle and reuse sprite tiles and mask tiles in the ... typical sprite is 48x24 pixels which is 144 bytes. with mask it ... slower (logic behind constructing sprite from tiles) and possibly ...
    Fikee Fikee March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... could write an optimized sprite routine that would allow ... example where 16 pixels wide sprite overlap three bytes
    ...
    2)
    to mask and draw 16-bit value ... 3*write
    to mask and draw two 8-bits ... some rules for the sprite designers about how they ...
    Fikee Fikee March 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... ]

    Each sprite is broken into collumns, each ... byte wide and sprite graphics are mixed with mask graphics.
    ... ;HL - screen address, SP (stack) - sprite data address

    [code ... br /> AND D ;mask
    OR E ;sprite
    LD (HL ...
    Ralf Ralf March 2010 Development
  • New Game and HelloHi All, Long, long time lurker and contributor (hardware index, PiMan files etc..) but having been quiet for a few years I thought I might register. …

    ... all handled by AGD.[/QUOTE]

    AGD tests for sprite coordinate overlaps ... : POKE 38474,23 will allow sprite grids to overlap by a ...
    jonathan jonathan April 2010 Development
  • PGD Game?Alright I've started playing around with PGD today since I can't get near the TV. Maybe it'll turn into something worth playing? :D

    ... plugging away adding things to AGD until I saw something I ... try to draw an alien sprite and when you see it ...
    Paul-J Paul-J April 2010 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... examining and proofreading the first sprite sheet (email sent to Swainy ... , Im seeing three types of sprite:
    1) Typical/Regular ... byte regular, then one byte mask, but one byte regular, one ... aligning them to a gridded sprite sheet, ready for any tools ...
    kgmcneil kgmcneil May 2010 Development
  • Re-inventing the wheel......TROOPER: POINT 5 First an apology, my level design sucks (well I'm not happy with it) so Trooper is taking an age to do. Anyway this game comes …

    ... the fall table built into AGD but I'll have a ... make a sound untill a sprite is spawned but obviously it ... up I did change the sprite from an arrow to a ...
    BiNMaN BiNMaN May 2010 Development
  • Hi Res Print Routine neededHas anyone seen code for a print routine with pixel accuracy? That is print(y,x,CHAR) that allows 0 < y < 192 and 0 < x < 255 - that takes a charact…

    ... ;set up E with the Mask to use - 11111111b = All ... - but ignore the following Mask shifting
    ;if the ... times - and Shift the Mask Byte as well, forcing ... Character Data, mask it with the Mask Byte and the ... PRINT routine, not a Sprite routine, which should take ...
    Turkwel Turkwel June 2010 Development
  • Re-inventing the wheel......TROOPER: POINT 5 First an apology, my level design sucks (well I'm not happy with it) so Trooper is taking an age to do. Anyway this game comes …

    Oops! Didn't notice the game was created with AGD. I suppose sprite movement cannot be enhanced then... :cry:
    Madonna Mk 2 Madonna Mk 2 June 2010 Development
  • Re-inventing the wheel......TROOPER: POINT 5 First an apology, my level design sucks (well I'm not happy with it) so Trooper is taking an age to do. Anyway this game comes …

    [QUOTE=Madonna Mk 2;448817]Oops! Didn't notice the game was created with AGD. I suppose sprite movement cannot be enhanced then... :cry:[/QUOTE]


    afraid so, but still not a bad utility for the non-coder
    BiNMaN BiNMaN June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... AND the mask and then OR the sprite, why the sprite first?

    Surely, if you need the mask ...
    Gedlion Gedlion June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... always want to use the mask before we use the sprite.)
    Gedlion Gedlion June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... sprite data seeming to be packed in memory with the mask ... talking a pair of bytes, mask and sprite. I'm not. I ... , followed by all the mask bytes for a row.
    sprite data, then all the mask data. It's ... to why it's not mask first, since you need ...
    Gedlion Gedlion June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... reason that is that those sprite routines use POP. Here's ... /> AND D ; Mask byte applied here
    OR E ; Sprite data byte ... the programmer will prefer the sprite byte being first. Because the ... sprite byte will popped into E, while the mask byte ...
    Timmy Timmy June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... one byte of sprite, and then one byte of mask.

    it's lots of bytes of sprite, and ... then lots of bytes of mask...

    Gedlion Gedlion June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... bytes of sprite, and then lots of bytes of mask...[/QUOTE]You ... 're talking about "lots of bytes of sprite ... "one line of sprite, then one line of mask" is purely a ... there correctly! It's your sprite routine! Fix it, now!" :razz ...
    Timmy Timmy June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... interleave the mask data in either format [sprite data]/[mask] or [mask]/[sprite data] it ... can also do [all sprite data][all mask ... /> So if you prefer mask data then sprite data - Both TommyGun and ...
    Kiwi Kiwi June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... regarding sprite data seeming to be packed in memory with the mask ... talking about walking down a sprite table with the stack pointer ...
    ajmoss ajmoss June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... /> - interweave: one byte of mask, one mask of sprite
    - interweave: one row ... of mask, one row of sprite
    - keep sprite ... data and mask data ...
    Ralf Ralf June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... interleave the mask data in either format [sprite data]/[mask] or [mask]/[sprite data] it ... can also do [all sprite data][all mask ... /> So if you prefer mask data then sprite data - Both TommyGun and ...
    Gedlion Gedlion June 2010 Development
  • Sprite MaskingI was looking at the sprites in some games, and noticed they have sprite followed by mask. Usually a row at a time (so the mask is sort of interleave…

    ... ?

    Why does the sprite come first - and for at ... , shift it and then loading mask and shift it is very ...
    Fikee Fikee June 2010 Development
<1…78910111213…34>

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