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EricBall's Tech Projects



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WIP, gameplay complete

Posted by , 13 December 2005 · 15 views

The basic gameplay is now complete. Press the button and push the joystick right or left to dig. Comments, opinions & suggestions welcome.I also managed to trip myself up quite nicely as I was adding the new sprites. Basically I forgot that any access to $1FF8 aka $FFF8 on a SuperCharger will trigger a bankswitch. And I stuck the...


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Whoops part 2

Posted by , 12 December 2005 · 11 views

Yes, the WIP is almost done. I just need to add in the new digging sprites (and redo the old ones which I did by hand).Unfortunately, I'm going to have to find someplace to squeeze them in. I had this great idea about how to squeeze in the REFPn bit, but it didn't pan out. At one point I noticed that HMPn only uses the top 4 bits while...


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Whoops

Posted by , 07 December 2005 · 5 views

I've been working on the digging code for leprechaun and have it working; mostly. Unfortunately there's a bug, or rather an unanticipated side effect. The problem is if an enemy falls in a hole and it starts to fill up, the bitmap for gold is momentarily displayed. But then the enemy picks up the "gold", but the fill continues,...


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Now with sprites!

Posted by , 29 November 2005 · 3 views

Thanks to Ben Langberg, Leprechaun now has sprites.Thanks to Manuel & Thomas, I've managed to trim 13 whole lines of CPU time off the blit routine. I still need to work on their suggestion of changing the playfield to reflected. That will take some more effort. I also have plans to squeeze in REFP0/1 logic, which will reduce the ROM...


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Time, it is precious

Posted by , 25 November 2005 · 24 views

Well, I mentally looked at the list to Leprechaun to-dos and decided that I needed to tackle the BLIT routine next. This is the code which copies the sprite graphics (running etc) from ROM to the strips of SuperCharger RAM that the kernel then uses. (Much like the 5200 & A8s.)And I'm glad I did, because I discovered (to my horror) that...


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Player & enemy movement working

Posted by , 23 November 2005 · 11 views

Okay, I've killed all of the player movement bugs. So you can now move around the screen. Hooray! No digging yet, though. (That's a whole different kettle of fish.)I was working on getting the enemy movement working, but there's a glitch with moving left and they just slide off the edge of the screen. Ooops. I've bypassed...


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working binary attached

Posted by , 22 November 2005 · 11 views

I am slowly tracking down the bugs in Leprechaun, primarily using the Stella debugger, with some z26 tracing.Anyway, just for laughs, I've found the following glitches so far:- used a BCS instead of a BNE which caused the player to climb off the top of the screen- forgot that the sprite positions are already shifted 2 pixels by the positioning...


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banging my head

Posted by , 17 November 2005 · 13 views

I hate it when I stop working on a programming project for too long. I forget stuff, except for the problem I couldn't figure out or solve. Which doesn't provide me with much incentive to pick it back up. Thus I forget more & it's even more difficult to actually fix whatever roadblock I hit.Leprechaun has a problem. What should...


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Leprechaun update

Posted by , 29 October 2005 · 2 views

Okay, I've finally managed to get everything (back) into something which I can assemble into a 8448 byte bin. I haven't attached it because I haven't flushed out, what will probably end up being obvious, bugs. One of the problems with the code is I've started & stopped so many times I've forgotten dependencies and made...


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Leprechaun versus Lode Runner

Posted by , 18 October 2005 · 3 views

I was thinking yesterday about the various differences between Leprechaun and Lode Runner and came up with the following list (subject to change):- no end of level ladder- no hidden pits / traps- enemies pick up, but don't drop, gold- multiple enemies can fall into the same hole- can't run over enemies in the hole (player falls in the hole...






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