Thanks to an Idea from a member on Omnimaga I decided to remake the game

http://www.youtube.com/watch?v=xoaj7bz0qOA

Kirby's QuickDraw = Im calling it Twitch though Razz

Basically you face off against an opponent in a game of reaction time first person to hit the button wins!

yeah so far I have a title screen and some psuedo code layed out to coding I go!

This sounds great! Please keep us appraised on your progress as you go. Smile I hope I can assume that you're making this a DCS game? Smile
Yes it is a DCS game and I definitely will. It shouldn't take to long to complete its a simple concept

*Tim knocks on wood Razz
Is this in Axe or ASM?
It is in Asm and happens to be my first asm program ^_^
I don't think I'll ever make a no-stub ASM game, I can't live without iPutSprite.

Either way, good luck with it geekboy, keep us updated with the code and screenshots.
It is not nostub its DCS asm >.> <.< I swore I just answered that to Kerm Razz
geekboy1011 wrote:
It is not nostub its DCS asm >.> <.< I swore I just answered that to Kerm Razz
Hehe, indeed you did, I think that someone might not have been reading carefully. Wink Did you design your icon yet?
As a matter of fact I have Razz

Geekboy, I like it! Now I want to see more gameplay. Wink Anything I can do to help you out with confusing bits of ASM?
Atm no I am just working on getting the "draw" scene intro done half way there.

Can You tell me If I need to use IFastCopy to draw Sprites placed with ILargeSprite to the screen? Not a big issue if you do not know.
Yes, you do. iLargeSprite and iPutSprite draw to the graph buffer, and iFastCopy copies the graph buffer to the screen.
Yay fixed that issue now we have something to actually show for the game!
geekboy1011 wrote:
Yay fixed that issue now we have something to actually show for the game!
Edit by Tanner: Image removed. No need for it to be here twice

Haha:
Wins - 1337
Losses - 9001 (>9000, I'm sure!)

Okay, so with that said, I really like the concept! Congrats for your first assembly game!
ok this is not working it is probably something stupid that I screwed up but yeah


Code:

        ld bc,40000      ;40000 = 7 seconds @ 25 i
   ld (loop),bc        ;load (loop with 40000)
   ld b,0                   ;
   ld a,(stageseed)  ;  set bc to the random number that was stored in (stageseed)
   ld c,a                  ;
   ld a,$FF                ;reset keypad
   out (1),a
       
       nop \ nop      ; Tanner Laughed at me cause I forgod this and it broke stuff

   ld a,$BF          ;load group
   out (1),a         ;send to keypad
ExclamationLoopS:
   
   push bc ; save the main loops counter
   ld bc,(loop)   ;loop is 40000 but will be changeable later
Wait:                     ;interior loop start
   in a,(1)          ;poll keybad for current group info
   bit 5,a         ;check for second
   jp z,Soon     ;if pressed break nested loops
   dec bc         ;
   ld a,b           ; iambian told me this it is a 16 bit loop
   or c
   jr nz,wait        ;interior loop end
   pop bc          ; restore main loop counter
   dec bc
   ld a,b         ;again iambian gave this to me
   or c
   jr nz,ExclamationLoopS ;jump back to top to loop (stageseed times)

soon:
        [will have code yelling at the player for cheating]



What I am trying to get this to do is detect if there is a key press inside the nested loops and break if there is
This should work, though I am not absolutely certain:
Code:
  ld a,0
  out (1),a
  nop \ nop ;Because Kerm says my calculator will yell at me :(
  in a,(1)
  inc a ;If no keys are pressed, it would be $FF, so inc'ing A would make it 0
  ret z
soon:
Ok its still not working the loop only checks for the keypress the first time after that its ignored? I am not to sure what I am doing wrong anymore :/

what that is though is a nested loop that loops a loop that counts down 40000 times. it loops that loop around 15 times to make a 5 secondish delay in game.
Is that code above still your current code? If not, could you post your current code? Also, would you mind trying my usual push/pop indent/outdent scheme?
ok this is not working it is probably something stupid that I screwed up but yeah


Code:

        ld bc,40000      ;40000 = 7 seconds @ 25 i
   ld (loop),bc        ;load (loop with 40000)
   ld b,0                   ;
   ld a,(stageseed)  ;  set bc to the random number that was stored in (stageseed)
   ld c,a                  ;
   ld a,$FF                ;reset keypad
   out (1),a
       
       nop \ nop      ; Tanner Laughed at me cause I forgod this and it broke stuff

   ld a,$BF          ;load group
   out (1),a         ;send to keypad
ExclamationLoopS:
   
   push bc ; save the main loops counter
                ld bc,(loop)   ;loop is 40000 but will be changeable later
          Wait:                     ;interior loop start
               in a,(1)          ;poll keybad for current group info
               bit 5,a         ;check for second
               jp z,Soon     ;if pressed break nested loops
               dec bc         ;
               ld a,b           ; iambian told me this it is a 16 bit loop
               or c
              jr nz,wait        ;interior loop end
   pop bc          ; restore main loop counter
   dec bc
   ld a,b         ;again iambian gave this to me
   or c
   jr nz,ExclamationLoopS ;jump back to top to loop (stageseed times)

soon:
        [will have code yelling at the player for cheating]



this is my current code thanks for trying to help ^_^
Here's a cleaner version of that. If you're not using Notepad++, you should try it. Smile That or Programmers' Notepad, by which Benryves swears.


Code:
 
   ld bc,40000      ;40000 = 7 seconds @ 25 i
   ld (loop),bc        ;load (loop with 40000)
   ld b,0                   ;
   ld a,(stageseed)  ;  set bc to the random number that was stored in (stageseed)
   ld c,a                  ; 
   ld a,$FF                ;reset keypad
   out (1),a
   nop \ nop      ; Tanner Laughed at me cause I forgod this and it broke stuff
   ld a,$BF          ;load group
   out (1),a         ;send to keypad
ExclamationLoopS:
   push bc ; save the main loops counter
      ld bc,(loop)   ;loop is 40000 but will be changeable later 
Wait:                     ;interior loop start
      in a,(1)          ;poll keybad for current group info
      bit 5,a         ;check for second
      jp z,Soon     ;if pressed break nested loops
      dec bc         ;
      ld a,b           ; iambian told me this it is a 16 bit loop
      or c
      jr nz,wait        ;interior loop end 
      pop bc          ; restore main loop counter
   dec bc
   ld a,b         ;again iambian gave this to me
   or c
   jr nz,ExclamationLoopS ;jump back to top to loop (stageseed times)
soon:
   [will have code yelling at the player for cheating]


For starters, you just from inside the Wait loop to soon, which you'll notice jumps between tab levels, in other words you circumvented one pop
  
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.

» Go to Registration page
Page 1 of 2
» All times are UTC - 5 Hours
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

 

Advertisement