Post ArIK8S1VaHz3AXfjAO by colin_mcmillen@piaille.fr
(DIR) More posts by colin_mcmillen@piaille.fr
(DIR) Post #ArIK8FKWmGTNnlTEVU by colin_mcmillen@piaille.fr
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I'm trying to make a game. It's hard as fuck.For now I'm able to move one 90 bytes "sprite" with the mouse.It took me HOURS to reach that point.#retrocomputing #apple2
(DIR) Post #ArIK8GdhuRPPrXS42a by colin_mcmillen@piaille.fr
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I can barely move 3 sprites of that size in between two mouse interrupts, that's gonna have to be a simple game if I want it to work at 60hz 😄
(DIR) Post #ArIK8HoNYFXVUvS6JU by colin_mcmillen@piaille.fr
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Mmmmh, I have time to easily draw four sprites if I draw half of them on one mouse interrupt and the two others on the next one, that's cool.
(DIR) Post #ArIK8IrFf3Qok7nuQi by colin_mcmillen@piaille.fr
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Previous sprite was hand-generated from a LibreOffice Calc spreadsheet, copy-pasted to assembler sources. This was VERY painful. Those who know HGR know.
(DIR) Post #ArIK8Jrdv5L3rczjg8 by colin_mcmillen@piaille.fr
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New sprite is generated by C code that take a PNG in and dump relevant .s and .inc files. It is much more satisfying.Am I going to try and make a #Glider clone? Maybe.#Retrocomputing #Apple2
(DIR) Post #ArIK8L1FcqcPRiUvIG by colin_mcmillen@piaille.fr
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Sprite generator input / output.The plane.s file contains 8 sprites for the same plane, as a pixel is a bit and not a byte on the Apple II : storing 8 sprites shifted by one pixel (bit), and selecting the correct one at runtime, is MUCH faster than letting the 6502 shift data.
(DIR) Post #ArIK8LzA26XaRWWlfs by colin_mcmillen@piaille.fr
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Will I manage collision detection?I don't know.#Retrocomputing #Apple2
(DIR) Post #ArIK8NGvFYLIQtqSzw by colin_mcmillen@piaille.fr
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Vents are implemented (https://github.com/colinleroy/a2tools/commit/14173b3ecd8e6601adb6dec2f6de72a2676bb7e9)#RetroComputing #Apple2
(DIR) Post #ArIK8P0gmsXtp8GWyO by colin_mcmillen@piaille.fr
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Collision detection is in place! (https://github.com/colinleroy/a2tools/commit/e11338289ef54cec3853c92ad818cc149c3129d5)Enough #RetroComputing for the day!(sound on)
(DIR) Post #ArIK8QVZDYq6TBihk0 by colin_mcmillen@piaille.fr
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Obviously there were bugs in the sprite generator, (in the smoothing of the X coordinate via multiple sprites), fixed that before going to bed. (https://github.com/colinleroy/a2tools/commit/77bdc26b5b64965ac8afc487a7beabf68815b08d)#RetroComputing #Apple2
(DIR) Post #ArIK8S1VaHz3AXfjAO by colin_mcmillen@piaille.fr
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I fixed one more bug - I divided and "moduloed" my pixels by 8 to blit my sprite at the correct HGR bytes, but I had forgotten that 1 byte = 7 pixels, not 8. That explains why my plane refused to go to the right border of the screen.My plane's movement and the collision detection is now pixel-perfect.(https://github.com/colinleroy/a2tools/commit/ad2263b8b7bfc3c1f9247ac3cc10d1b30e6a5f09)#RetroComputing #Apple2