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Cunnah

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Cunnah last won the day on March 8

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  1. My first computer was a retro computer... not because I wanted a retro computer but it was what my dad picked up from a car boot when I was young a green screen amstrad CPC 464 bought second hand in the 90s. Recently I found out that the computer was about as old as I was although I think at that time I was in better condition It helps that I also just happen to have a lot of the devices I used to own (not the amstrad unfortunately) I still have my original snes with its original packaging including woolworths vouchers for games I apparently forgot to cash in . I guess I too fall into the category of growing old and discovering my stuff has become retro.
  2. Cool was just wondering if your using a hash or not look forward to reading your solution.
  3. How are you generating the psudo randomness for this?
  4. Looks great! I'm curious if you are doing any culling when you render out the world?
  5. Parallax Demo View File This is an early concept based upon the ideas and code shown here https://www.8bitcoding.com/p/tiles-in-assembly-ii-line-interrupt-for.html ============================================================ The PARA.PRG is my first attempt recreating the psudo parallax seen in games from the 16bit and 8 bit era. This is all on the same layer the same as in the above mentioned blog. The difference here was to make the background reactive to the foreground movement. Although this is hardcoded to move 1 pixel per frame forward all the slower sections are all based on how fast the foreground is moving. I'm hoping to expand upon this to also support vertical perspective tricks. ============================================================ Instructions: copy the PARA.PRG file to your emulator location or run the x16emu from the files location. run x16emu and type the following commands LOAD"PARA.PRG" RUN Submitter Cunnah Submitted 03/07/21 Category Demos  
  6. Cunnah

    Parallax Demo

    Version 1.0.0

    28 downloads

    This is an early concept based upon the ideas and code shown here https://www.8bitcoding.com/p/tiles-in-assembly-ii-line-interrupt-for.html ============================================================ The PARA.PRG is my first attempt recreating the psudo parallax seen in games from the 16bit and 8 bit era. This is all on the same layer the same as in the above mentioned blog. The difference here was to make the background reactive to the foreground movement. Although this is hardcoded to move 1 pixel per frame forward all the slower sections are all based on how fast the foreground is moving. I'm hoping to expand upon this to also support vertical perspective tricks. ============================================================ Instructions: copy the PARA.PRG file to your emulator location or run the x16emu from the files location. run x16emu and type the following commands LOAD"PARA.PRG" RUN
  7. If you are planning a custom tileset I have been using Tiled map editor for mock up Tiled Map Editor | A flexible level editor I think there is also a conversion utility somewhere in the downloads section as well.
  8. That makes sense (and I recall that being the case from the previous videos) I guess it needs to be locked down for the later revisions if the intention is to avoid devices competing with each other and a split software base (or more likely an unused potential)
  9. Not had much input into these things but it seems that at the very least the phase 2 and 3 versions should have the same speed (if not all of them). If you don't you end up with the issue that the original systems had which is that when making software you will always end up aiming for the lowest common denominator. Even worst if someone writes software that is CPU speed dependent (I guess you would need a Turbo button :))
  10. Hello! So I am working on player input using the GETIN function and I have noticed that there is a que of inputs. The issue is that it appears that every time I call my movement command it stores all the inputs between ticks (the game is tick based). Is there a way to ensure that the que is empty or to only take the first input?
  11. Yes I was referring to single layer paralax. I have experience in coding but not much at such a hardware level. I am looking forward to recreating effects used in my favourite games. I like the limitations. If I were to do this on a modern engine I'm spoiled by doing the paralax in actual 3d space.
  12. Nevermind I appear to have answered my own question for anyone else looking here is a link to what I was asking. https://www.8bitcoding.com/p/tiles-in-assembly-ii-line-interrupt-for.html
  13. Hello, I am still learning and I am a long way from producing anything of note but I was curious about what is possible on the X16 specifically how much you can manipulate the tile graphics. A common trick on the snes was to fake multiple layers by sliding sections of a tile map across the screen. I understand this may have been done by manipulating screen draw timings. The trick was that the "layers" don't overlap (ie have transparency) they just slide next to each other and use colour and shapes to sell the illusion. Is this possible on the X16 or would that be too much for the VERA? Sorry if this is in the wrong section but I just want to check before I start barking up the wrong tree. Thanks
  14. Hi, Not much to say. I've dabbled in coding in unity (c#) and way back in the mists of time took a college course in coding mostly in VB and Delphi. I have a love of old retro games and have also recently taken up mapping for quake. I also have an interest in rogue likes so looking into what it would take to get something like that working on the x16.
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