Developing my new game for the scene!

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Por JohnHassink

Ambassador (5655)

imagem de JohnHassink

31-03-2016, 00:52

This is exciting! Seeing as this will be a game of thinking, contemplating and being careful what your next move will be, and that I always thought MOA makes relaxed, melodic but also enticing and interesting music, I think this is a very good match!
For me, it's an extra motivation to want to play the final product. Smile

Por flyguille

Prophet (3031)

imagem de flyguille

31-03-2016, 00:57

JohnHassink wrote:

This is exciting! Seeing as this will be a game of thinking, contemplating and being careful what your next move will be, and that I always thought MOA makes relaxed, melodic but also enticing and interesting music, I think this is a very good match!
For me, it's an extra motivation to want to play the final product. Smile

wooooooaaa!, this will motivateme a bit more....!

Several times I feels lack of motivation, but this game project made it through my real job time.

Por syn

Prophet (2113)

imagem de syn

31-03-2016, 01:03

MOA wrote:

I haven't tried any of these new shiny, more powerful trackers yet (and never really experimented with SCC, apart from playing around with SCC Musixx from Tyfoon Soft for a bit when it came out). So for me it would be old-skool Moonblaster for OPLL/OPL (or MBFM/MBWave).

So I can do some, if you're willing to be patient. Probably better to ask others though Smile

unfortunately not much has changed in the last decade :S

for msx-music/msx audio MB1.4 is still the best/most used tracker, and for opl4 its MBwave/MBFM. (not counting private/unreleased software)

Anyway it doesnt matter how you make your songs. Its the music that counts, not the software!

Por flyguille

Prophet (3031)

imagem de flyguille

31-03-2016, 01:29

syn wrote:
MOA wrote:

I haven't tried any of these new shiny, more powerful trackers yet (and never really experimented with SCC, apart from playing around with SCC Musixx from Tyfoon Soft for a bit when it came out). So for me it would be old-skool Moonblaster for OPLL/OPL (or MBFM/MBWave).

So I can do some, if you're willing to be patient. Probably better to ask others though Smile

unfortunately not much has changed in the last decade :S

for msx-music/msx audio MB1.4 is still the best/most used tracker, and for opl4 its MBwave/MBFM. (not counting private/unreleased software)

Anyway it doesnt matter how you make your songs. Its the music that counts, not the software!

For the in game integration, the only thinks I can worry is that it must fit within one ram page, well lets me think.

The map is 4 ram segments, the tiles is 8, sprites is 4, so there is 256K already used, game code is 2 segments well from $100 up to $7FFF, 1 segment for system area (the page3), DOS2 takes two pages right?, hmmm, I thinks for 512KB as minimun, it is free 3 complete ram segments... ! so there is plenty space free!, and include it can load song from disk on demand, so no problem!.

The timming , well, hooking it on ISR I hope the replay routine be fast... it is fast right? how much is fast?.

Por JohnHassink

Ambassador (5655)

imagem de JohnHassink

31-03-2016, 01:30

flyguille wrote:

wooooooaaa!, this will motivateme a bit more....!

Several times I feels lack of motivation, but this game project made it through my real job time.

Please don't give up, flyguille! It's easy to see that this is growing to be a very good game! I'm following the progression with a lot of interest, and I know for sure I'm not the only one. Smile

syn wrote:

for msx-music/msx audio MB1.4 is still the best/most used tracker

Of all people, you know that, regarding MSX-Music, this is going to change once TTFM and its replayer is finished and released. Wink

Por syn

Prophet (2113)

imagem de syn

31-03-2016, 01:45

Ofcourse I know, but I cant recommended unfinished software right? Cool

And to be honest I don't really like mb1.4

TT and TTFM are so much easier to use with the separate effects channel, gives me lots of options like alternating mutliple instruments on one channel, something thats a lot harder/close to impossible to do effectively in mb1.4.

Por flyguille

Prophet (3031)

imagem de flyguille

31-03-2016, 02:05

well, It is the faster I can do.

Final final, unless somebody say... hey there is 3 ticks less this way!.

Input/output BC = distance to floor, Z = 1 = can fall.
input [IX] = ME (who is asking for).


			ld hl, SpacingObjectsList

			exx
			ld c, (ix + Sprite.MapOx)
			ld b, (ix + Sprite.MapTx)
			ld e, (ix + Sprite.MapOy)
			ld d, (ix + Sprite.MapTy)
			exx

.ObjectLoop:		ld a, (hl)
			ld iyl, a
			inc hl
			or (hl)
			jr z, .FinalResult			; Escape if no more objects to check for spacing. So, can fall.

			ld a, (hl)
			ld iyh, a
			inc hl

			exx					; Hide current result.
			ld l, (iy + Sprite.MapOx)		; Test for X alignment, if -16 > alignment < 16 then it is aligned enought.
			ld h, (iy + Sprite.MapTx)		; As coordinated format are << 4. So test for if -256 > alignment < 256 (map format).
			sbc hl, bc
			ld a, h
			and a
			jr z, .CheckYAxis			; No jump is most usual.
			inc a
			jp nz, .NextObjectExx			; Jump is most usual.
			or l
			jr z, .NextObjectExx			; No jump is most usual. Object not aligned because it is -256, it is completely at his left.

.CheckYAxis:		ld l, (iy + Sprite.MapOy)
			ld h, (iy + Sprite.MapTy)
			sbc hl, de
			jr z, .NextObjectExx			; Same vertical, this object can't prevent to fall. No jump is most usual.
			ld a, h
			and a
			jr z, .CantFall				; No jump is most usual. If overlap partially below = don't Fall, it is a final result.
			dec a
			jp nz, .NextObjectExx			; Jump is most usual. Don't test on very far objects. Its scope is from 0 to 15 pixels away.

			dec h					; Move coordinate to the bottom logic edge of the sprite box.
			exx

			cp b					; Checks if it is the nearest relevant object.

			exx
			jr c, .SetAsNear			; Jump is most usual.
			jr nz, .NextObjectExx
			ld a, l
			exx

			cp c
			jr nc, .ObjectLoop

			exx
.SetAsNear:		push hl					; It is a 
			exx
			pop bc

			jp .ObjectLoop

.NextObjectExx:		exx
			jp .ObjectLoop

.FinalResult:		ld a, c					; Checks if distance = 0, so don't fall.
			or b
			jr z, .CantFall

			xor a
			ret

.CantFall:		dec a
			ret

Por syn

Prophet (2113)

imagem de syn

31-03-2016, 02:01

flyguille wrote:

wooooooaaa!, this will motivateme a bit more....!

Several times I feels lack of motivation, but this game project made it through my real job time.

Dont worry about it man. The thing is, you cant "plan" motivation (like "I need motivation between February and June for coding my game") it comes and goes.

When I am not motivated doing something I just do somerhing else. The motivation will be back later. Forcing yourself to do something is not effective, and no funSmile

For example, right now I dont really feel like coding a game so I toy around with various music editors and learning to draw. Smile

Por MOA

Champion (293)

imagem de MOA

31-03-2016, 02:10

Sure, I can do it. So I can pick any tracker I like which supports either SCC or OPL(L) (i.e. you're not expecting PSG only tracks)... could give TriloTracker a try (to go with the times) or stick to MoonBlaster. If OPL4 is an option I would love to use MBFM for a change.

Have a look at the replayer sources for each of these trackers and see which fits your purpose.

Por MOA

Champion (293)

imagem de MOA

31-03-2016, 02:27

Earlier I was saying this 'pointer is aligned, so only increase 8 bit lower register-versus complete 16 bit register' is underutilized. Looks to me like you can utilize it here, because location and alignment of SpacingObjectsList should be known.

So some of these INC HL could change to INC L (2 cycles win for each). Other than that it looks lean and mean (although I'm always shrugging when I see those index registers being put to use Wink )

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