Where???
ZXNet echo conference «real.speccy»
From Evgeny Goljakov → To All 1 August 2001
Wed 25 Jul 01 Slavka Kalinin -> Evgeny Goljakov:
...
SK> Well, this is not very interesting... in this way it was possible to do turbo under
SK>, my screen width was 30
SK> acquaintance, and height 11
I have customizable both height and width,
plus 4 modes drawings:
running away/catching up with the beam in modes:
attributes-first, pix-second;
pix-first, attr-second.
SK> the card occupied two banks, one bank
SK> is what is visible on the screen, and the second bank is its contours along
SK> which all the logical processing was doing.
depending on what logic is?
EG>> ... and almost done. Trouble :) with graphics - there is no one to rivet
EG>> levels manually, and writing a generator is a vile task, because
EG>> everything is colored and there will be continuous crashing.
SK> How can worms be colored? Do you scroll vertically
SK> pixel by pixel or not? Can you make a screenshot?
attribute scrolling 50fps
EG>> I'm looking for volunteers, authorship is guaranteed.
EG>> The level represents 4 Speck screens connected
EG>> sequentially side by side, the paper (=background) is black, more
EG>> no restrictions.
SK> Where did you find so much memory for four screens? This is
SK> 27648 bytes... or do you have all the processing on the visible
SK> screen?
is it 2 pages and
depending on the fact that all the processing is there?
SK> And the spritesAre you shifted to lie down or are you moving them in real time?
It’s not me who does the sprites, but IMHO we don’t move them in real life
SK> By the way, a screenshot flew from the worms... is this not yours
SK> by any chance?
It looks like mine, but it’s from FanTop’98
Thanks for attention.
From Evgeny Goljakov → To All 1 August 2001
SK> Why is it two planned? And by the way, what is he pouring in or is
SK> is
SK> for the prostate drawn like that?
everything there is fiction
Because it was drawn a long time ago and only for the design of the game glass
Thank you for your attention.
From Slavka Kalinin → To All 3 August 2001
EG>>> I’m looking for volunteers, authorship is guaranteed.
EG>>> The level represents 4 Speck screens connected
EG>>> sequentially side by side, the paper (=background) is black, more
EG>>> no restrictions.
SK>> Where did you find so much memory for four screens? This is
SK>> 27648 bytes... or do you do all the processing on the visible
SK>> screen?
From Aleksey Malov → To All 4 August 2001
SK> Well, how to check the landscape around the worm and the cartridges.
A very simple and fairly fast way:
There are masks (by and and by or) for the worms and cartridges.
algorithm for checking for collisions:
ld a,(de); mask byte By and
and (hl); we superimpose it on a byte of contours
cp (hl)
jr z,collision
inc l,e
if you also store a low-resolution map (for example, one bit per familiarity location
(the costs are scanty - 266 bytes for a card of 64*32 familiarity locations). Each bit of such a
map is zero if the corresponding familiarity location is completely empty and
one otherwise). When checking for collisions, it is enough to compare
the worm's familiar locations lying in non-empty familiar locations).
From Evgeny Goljakov → To All 6 August 2001
SK> That is, are you the only one coding it or not?
not 1, although so far it looks like it’s stagnating, the flight of the bullet is difficult,
breaks to compile ;)
...
SK> That’s for sure, but when a projectile hits you next to the worms
SK> they spill into different side?
answer lies at: 2:5020/2065.609 Dmitry Nesmachniy
imho, not written yet.
Thank you for your attention.
From Evgeny Goljakov → To All 6 August 2001
Sun 5 Aug 01 Aleksey Malov -> Slavka Kalinin:
AM> There are masks (by and and by or) for worms and cartridges.
AM> collision checking algorithm:
AM> ld a,(de); mask byte By and
AM> and (hl); we superimpose it on a byte from the contours
AM> cp (hl)
AM> jr z,collision
AM> inc l,e
it’s harder to imagine a different algorithm ;)
AM>
AM> if you also store a low-resolution card (for example,
AM> one bit per familiarity (the costs are scanty - 266 bytes for
AM> a 64*32 card familiarity). Each bit of such a map is equal to zero
AM> if the corresponding familiarity is completely empty and
AM> to one otherwise). When checking for
AM> collisions, it is enough to compare the worm's familiar locations that lie in non-empty
AM> familiar locations)
my option, only I combined this with an attribute map for
saving, i.e. if ink+paper=0, then skip the pix check
...
From Dmitriy Nesmachny → To All 8 August 2001
Sunday 5 Aug 2001 02:12:57, Aleksey Malov -> Slavka Kalinin:
AM> Are you sure that they wrote anything else
AM> besides the card output? Nowadays, this is usually where all new projects and
AM> stop.
You will laugh very much, but yes, they did write something else.
Sincerely, Dmitriy.