Posted Wed Dec 7, 2011 2:36 PM
Posted Wed Dec 7, 2011 2:38 PM
Primordial Ooze, on Tue Dec 6, 2011 3:31 PM, said:
guntest.zip 3.58K
19 downloads
Posted Wed Dec 7, 2011 3:07 PM
Eckhard Stolberg, on Wed Dec 7, 2011 2:38 PM, said:
Primordial Ooze, on Tue Dec 6, 2011 3:31 PM, said:
guntest.zip 3.58K
19 downloadsCoarseTest: dex beq CEndRelay ; test is over with no hit detected nop nop nop nop nop nop nop bit INPT4 ; test lightgun sensor bpl HitX01to03 ; did we hit within the last 5 cycles bit INPT4 bpl HitX04to08 bit INPT4 bpl HitX09to13 bit INPT4 bpl HitX14to18 bit INPT4 bpl HitX19to23 bit INPT4 bpl HitX24to28 bit INPT4 bpl HitX29to33 bit INPT4 bpl HitX34to38 bit INPT4 bpl HitX39to43 bit INPT4 bpl HitX44to48 bit INPT4 bpl HitX49to53 jmp CoarseTest CEndRelay: jmp CEndFrame ; test is over with no hit detected HitX49to53: lda #158 ; hit was at pixel 158 or before bne AdjustHpos HitX44to48: lda #143 bne AdjustHpos HitX39to43: lda #128 bne AdjustHpos HitX34to38: lda #113 bne AdjustHpos HitX29to33: lda #98 bne AdjustHpos HitX24to28: lda #83 bne AdjustHpos HitX19to23: lda #68 bne AdjustHpos HitX14to18: lda #53 bne AdjustHpos HitX09to13: lda #38 bne AdjustHpos HitX04to08: lda #23 bne AdjustHpos HitX01to03: lda #8 bit INPT4The only way to do it cause it seems to be a very messy way of doing it. Sorry if i sound rude but, i just want to know before i end up adding code that i will need to refix latter.
Posted Thu Dec 8, 2011 7:31 AM
Primordial Ooze, on Wed Dec 7, 2011 3:07 PM, said:
Posted Thu Dec 8, 2011 2:43 PM
Eckhard Stolberg, on Thu Dec 8, 2011 7:31 AM, said:
Primordial Ooze, on Wed Dec 7, 2011 3:07 PM, said:
Edited by Primordial Ooze, Mon Dec 12, 2011 1:03 PM.
Posted Fri Dec 9, 2011 7:44 AM
Primordial Ooze, on Thu Dec 8, 2011 2:43 PM, said:
Posted Fri Dec 9, 2011 3:24 PM
Eckhard Stolberg, on Fri Dec 9, 2011 7:44 AM, said:
Primordial Ooze, on Thu Dec 8, 2011 2:43 PM, said:
lda INTIM ; wait for VBLANK period to end bne Check sta WSYNC lda #236 ; timer for 199 scanlines sta TIM64T lda #$00 sta WSYNC sta VBLANKCause that is the only thing that resembles a timer for me. Please let me know if this is the timer you are talking about.
Posted Sat Dec 10, 2011 8:02 AM
Primordial Ooze, on Fri Dec 9, 2011 3:24 PM, said:
lda INTIM ; wait for VBLANK period to end bne Check sta WSYNC lda #236 ; timer for 199 scanlines sta TIM64T lda #$00 sta WSYNC sta VBLANKCause that is the only thing that resembles a timer for me. Please let me know if this is the timer you are talking about.
Posted Mon Dec 12, 2011 9:06 AM
lda DuckX cp BulletX ; if the duck's x position is greater then then bullet's x position bcc SkipNoCollision lda BulletX cp DuckX ; if the bullet's x position is less then the duck's x position bcs SkipNoCollision lda DuckX cp BulletX ; if the duck's y position is greater then then bullet's y position bcc SkipNoCollision lda BulletX cp DuckX ;if the bullet's x position is less then the duck's x position bcs SkipNoCollisionThe other way is the "Atari 2600 way" which is done by making a crosshair sprite, setting it's position to where the gun was fired and test for a collision. My only problem with that is that it's not gonna be faithful to the original Qwak! and Duck Hunt games. Any input would be greatly appreciated.
Posted Mon Dec 12, 2011 9:56 AM
Posted Mon Dec 12, 2011 11:40 AM
SpiceWare, on Mon Dec 12, 2011 9:56 AM, said:
Posted Mon Dec 12, 2011 12:01 PM
Posted Mon Dec 12, 2011 12:46 PM
Posted Mon Dec 12, 2011 1:37 PM
Primordial Ooze, on Mon Dec 12, 2011 11:40 AM, said:
Posted Mon Dec 12, 2011 1:46 PM
SpiceWare, on Mon Dec 12, 2011 1:37 PM, said:
Primordial Ooze, on Mon Dec 12, 2011 11:40 AM, said:
Posted Mon Dec 12, 2011 1:58 PM
if trigger just pulled sprite1 = cross hairs X1 = lightgun X location Y1 = lightgun Y location else if dog onscreen sprite1 = dog image X1 = dog X position Y1 = dog Y position else Y1 = 230 (offscreen location) endif
Posted Mon Dec 12, 2011 3:42 PM
Edited by Primordial Ooze, Tue Dec 13, 2011 1:39 PM.
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