Robot City revisited
Programming Damned Tag Clouds
Attached Files
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Robot_City__v1.0_.zip (15.25K)
downloads: 336
Robot_City__v1.0_.zip (15.25K)
Thomas Jentzsch, on Sat May 27, 2006 2:57 AM, said:
Zach, on Sat May 27, 2006 9:40 AM, said:
batari, on Sun May 28, 2006 12:27 AM, said:
Thomas Jentzsch, on Fri May 26, 2006 8:54 AM, said:
lsr vol0 lda vol0 sta AUDV0 lsr vol1 lda vol1 sta AUDV1Twelve bytes. To generate noises, I set vol0 or vol1 to suitable values (again, using what was handy in registers). For the end-of-game explosion, I think I did a DEC AUDF1 and then stored something in vol1. So probably about ten bytes there.
Thomas Jentzsch, on Sat May 27, 2006 5:31 PM, said:
batari, on Sun May 28, 2006 12:27 AM, said:
Cybergoth, on Fri May 26, 2006 1:44 AM, said:
lda levelnumber sta temp lp: lda temp lsr lsr adc temp ldy #0 jsr putpixel dec temp bpl lp
lda levelnumber lp: tax sbx #5 ldy #$3E bcs ok1 ldy dot_table-256+5,x ok1: sta WSYNC sty GRP0 sta WSYNC ldy #0 sty GRP0 bcs lp .. dot_table: byte $00,$08,$14,$2A,$55I think that's 27 bytes total for a level display, plus whatever you need to spend to set the sprite position and color. You should get a big bar for every five levels, and a dot for each level thereafter.
batari, on Sat May 27, 2006 5:47 PM, said:
supercat, on Sat May 27, 2006 6:01 PM, said:
batari, on Sat May 27, 2006 5:47 PM, said:
supercat, on Sun May 28, 2006 12:59 AM, said:
Thomas Jentzsch, on Sun May 28, 2006 1:54 AM, said:
supercat, on Sun May 28, 2006 9:39 PM, said:
Thomas Jentzsch, on Sat May 27, 2006 12:22 PM, said:
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Zach, on Mon May 29, 2006 7:18 AM, said:
SpiceWare, on Mon May 29, 2006 4:58 PM, said:
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SpiceWare, on Mon May 29, 2006 7:24 PM, said:
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vdub_bobby, on Tue May 30, 2006 8:11 PM, said:
BrianC, on Sat May 27, 2006 9:17 PM, said: