Search found 508 matches

by bod/STAX
Sat Jul 12, 2014 9:15 am
Forum: Games - General
Topic: R-Type Tiles
Replies: 18
Views: 8691

Re: R-Type Tiles

OK I've found the bulk of the sprite graphics on this site:

http://www.retrogamezone.co.uk/rtype.htm

Just need the background tiles now.
by bod/STAX
Fri Jul 11, 2014 7:37 pm
Forum: Games - General
Topic: R-Type Tiles
Replies: 18
Views: 8691

R-Type Tiles

Does any one know where I can download the tiles and sprites from the arcade version of R-Type? I am now at the stage where I can start adding the additional levels to my version and my ST copy seems to have died as after stage 1 I get a blank screen. I am particularly looking for stage 2. Today I f...
by bod/STAX
Tue Jun 24, 2014 6:46 am
Forum: Games - General
Topic: Wizball on ST more difficult than other versions?
Replies: 18
Views: 10256

Re: Wizball on ST more difficult than other versions?

Was it a trained version in the longplay of the Amiga version?

AFAIK Peter Johnson did the ST and Amiga version so surely it the same code.
by bod/STAX
Wed May 28, 2014 7:36 pm
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

It's both really. I decided to make all the sprites unmasked as an obvious speed up but when I decided to remove any collision detection code that isn't required during demo-mode I saw that where there was usually some slowdown it didn't seem as severe. When it comes to blitter sprite plotting I am ...
by bod/STAX
Wed May 28, 2014 12:36 pm
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

What you've described above is pretty much how everything works ATM.

Apart from any kind of sorting for objects.
by bod/STAX
Tue May 27, 2014 7:15 am
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

Thank's I'll check the interview later on. Earlier on in this project I had thought that some sort of sorted sprite routine would be quite fast but I am unsure about the quickest was to do the sorting (I only know how to do bubble sorting). As for the game - It's a remake of R-Type for the Atari STE...
by bod/STAX
Mon May 26, 2014 6:32 am
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

Got this trick working detecting background tiles now. Unfortunately it requires a seperate check, though.
by bod/STAX
Sat May 24, 2014 8:41 pm
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

All is working great now using this method. I've also manage to optimise the collision code and it now works with movem. The explosions are working as they should too. :D It seems I was a bit hasty in thinking this would sort out those level 4 dots. If I can get this method to work as to check for c...
by bod/STAX
Sat May 24, 2014 6:36 am
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

OK after a bit of a coding session last night I finally implimented this technique into my game and it works!!! I had to do a bit of re-jigging of the order of how things are draw into the following (BTW no sprites are masked): 1. Draw the players sprite 2. Draw anything that doesn't kill the player...
by bod/STAX
Fri May 23, 2014 9:33 am
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

There is a bit of a problem. This method surely is only for pre-shifted sprites whereas my game uses blitted sprites. If this is case I would have to copy an image of the sprite from the screen to a buffer for checking. Also DevPac developer returns an 'addressing mode not allowed' error for addx.l ...
by bod/STAX
Fri May 23, 2014 7:29 am
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

Yes I see. Really neat idea. :D I'll give it a go later on. I was thinking last night in bed that my original interpretation wouldn't work. Thinking about it all you would have to do is keep checking the players sprite to see if it's exactly the same as the original data if anything has caused a cha...
by bod/STAX
Thu May 22, 2014 10:54 pm
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

First take a step back. You start with bullets and try to detect collision with sprites. Is the other way around faster? Start with sprites and try to detect a collision with a bullet. Which method is fastest cannot be said beforehand. Note: * a0=pointer to sprite data * a1=pointer to sprite on scr...
by bod/STAX
Thu May 22, 2014 9:39 pm
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

OK I think I should explain a bit how I've done the tiles in my game. I think I can see what you're getting at. You can take the original level data and work out a what pixel point each tile is on-screen using that data and then work along it as you go, altering the level data coordinates to represe...
by bod/STAX
Thu May 22, 2014 7:41 pm
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

Re: The best way to do sprite collision detection

Although the background tiles are stored as four 16x16 tiles as far as the co-ords are concerned the four tiles are treated as one 64x16 tile. The map data doesn't change at all and the map data is stored as a series of columns. Each map tile has a data structure constructed thus: ; all values are 2...
by bod/STAX
Thu May 22, 2014 1:12 pm
Forum: 680x0
Topic: The best way to do sprite collision detection
Replies: 22
Views: 10576

The best way to do sprite collision detection

As the title of this thread says I'm looking for the best way to do sprite collision detection (and fastest). The sprite collision detection routines that I currently have in my game are functional rather than fast and this is a major factor in speeding up my game. Take for example enemy bullets aga...
by bod/STAX
Mon May 12, 2014 6:43 am
Forum: Games - General
Topic: 11 Sector Disk Format
Replies: 22
Views: 6197

Re: 11 Sector Disk Format

I've been thinking about this overnight and I think all-being-well I'll go with the method I mentioned in the previous post. One inconvenient disk swap at the very beginning is a minor thing if it means still having the game run how I want and having enough disk space free on a reliable large disk f...
by bod/STAX
Sun May 11, 2014 10:11 pm
Forum: Games - General
Topic: 11 Sector Disk Format
Replies: 22
Views: 6197

Re: 11 Sector Disk Format

The whole of the first disk could be loaded into RAM with no problem but the game would then only work on a 4MB machine as opposed to 2MB. The main game part itself uses just short of 1MB RAM and this is not including screen RAM (which currently occupies 222KB). I now have a version of the game runn...
by bod/STAX
Sun May 11, 2014 6:32 pm
Forum: Games - General
Topic: 11 Sector Disk Format
Replies: 22
Views: 6197

Re: 11 Sector Disk Format

So what's wrong with a classic 80 2 10 format? Better ship a second disk and have reliable floppies than a single one that only 2/3 of the people can reliably use and copy. I have all the games program code on one disk but I need to fit the first stage onto the same disk for the games "demo mo...
by bod/STAX
Sat May 10, 2014 8:54 pm
Forum: Games - General
Topic: 11 Sector Disk Format
Replies: 22
Views: 6197

Re: 11 Sector Disk Format

Much better is to use some data packing. With good packer and fast depacking code (what may be really short - under 150 bytes) will have faster loadings too. While 11 sec/track loads pretty slow (interleave must be not 1). All in all 11 sect. format is slow and unreliable. How good pack ratio can g...
by bod/STAX
Sat May 10, 2014 3:39 pm
Forum: Games - General
Topic: 11 Sector Disk Format
Replies: 22
Views: 6197

Re: 11 Sector Disk Format

OK Thanks.

I would have thought the STE's drive's wouldn't have much of an issue with this format as people
had been formatting to larger formats before the release of the STE.

Perhaps I'll just try it and see how I get on.
by bod/STAX
Sat May 10, 2014 1:41 pm
Forum: Games - General
Topic: 11 Sector Disk Format
Replies: 22
Views: 6197

11 Sector Disk Format

I'm not sure where I should post this question, so if it's in the wrong place can someone move it. I was just wondering how safe is the 11 sector disk format? My game is now using up all of an 820kb disk and I could really do with getting some more disk space from somewhere whilst I need to keep wha...
by bod/STAX
Wed Apr 30, 2014 9:16 pm
Forum: Coding
Topic: Good article why BASIC was and is a useful tool
Replies: 11
Views: 3418

Re: Good article why BASIC was and is a useful tool

Nice article. I started with BASIC on the Commodore +4 and then the C64. When I upgraded to an ST I preferred STOS although I dabbled a bit in GFA BASIC (as it was easy to write stuff that used drop-down menu's in GEM). These days though everything I write is in ASM and I only use STOS to calculate ...
by bod/STAX
Fri Apr 18, 2014 7:15 pm
Forum: Games - General
Topic: Games that run in 50fps/1 Vbl List
Replies: 44
Views: 11357

Re: Games that run in 50fps/1 Vbl List

Tron and Pong from M demo 4.
Soko Ban and Match it from Syntax Terror.
by bod/STAX
Thu Apr 17, 2014 12:44 pm
Forum: Games - General
Topic: List of games with enhanced features on double sided drives
Replies: 7
Views: 2215

Re: List of games with enhanced features on double sided dri

Stefan jL wrote:Shadow Warriors show an animated intro if you have a double sided drive.


I'm intrigued by this.

Are you talking about the title-screen animation?

I have an original boxed copy and that comes on three single sided disks and contains that animation.
by bod/STAX
Tue Apr 15, 2014 9:21 pm
Forum: Games - General
Topic: Favorite PD/SW Distributor from the past
Replies: 6
Views: 2158

Re: Favorite PD/SW Distributor from the past

nativ wrote:Wizard PD, Mel?


Oh yeah I've got a few Wizard PD disks as well.

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