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Norman Sword got a reaction from Spider in [File] Manic Panic
Balloon Popping. The solar ray is controlled by the vertical sprites.
The skylab sprites step sideways. Either left or right with a programmable defined step. (each sprite has its own step) Due to the start positions being anywhere, that stepping could move the sprite over a wall and/or the graphic depiction of the remaining air/oxygen. Whenever this instance happens, the sprite is moved again. Whenever the double move condition is done, the solar ray is switched on and off.
The magenta skylab comes down 3 times before stepping onto the edge. It switches on/off the solar ray and is moved to the left of the screen to repeat.
+ the yellow Balloon moving left
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Norman Sword got a reaction from jetsetdanny in [File] Manic Panic
Balloon Popping. The solar ray is controlled by the vertical sprites.
The skylab sprites step sideways. Either left or right with a programmable defined step. (each sprite has its own step) Due to the start positions being anywhere, that stepping could move the sprite over a wall and/or the graphic depiction of the remaining air/oxygen. Whenever this instance happens, the sprite is moved again. Whenever the double move condition is done, the solar ray is switched on and off.
The magenta skylab comes down 3 times before stepping onto the edge. It switches on/off the solar ray and is moved to the left of the screen to repeat.
+ the yellow Balloon moving left
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Norman Sword got a reaction from Spider in [File] Manic Panic
The last sprite in Particle Collision Chamber has a horizontal component of movement. I did try most of them having a horizontal component and concluded -<NO>-
In Particle Collision Chamber when played in TORCH mode. The balls have a high vertical velocity which when coupled to a horizontal component made their paths seem erratic when they could not be seen.
Your response (above) was while I typed this.
In Balloon Popping -- The solar ray is only switched on in EXPERT, ACE and TORCH modes.
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Norman Sword got a reaction from Spider in [File] Manic Panic
The room/cavern count was set as (you will not know, until you try)
Technically their are 7 caverns in this code. It was just as hard for me to delete the rooms/caverns as it was to add new ones. Having now changed the code to now allow room deletions I can alter room count with greater ease.
Caverns included. That are changed.
1) Smelly Genes, 2)Yellow stones, 3)Balloon Popping, 4)Virus attack, 5)Particle Collision Chamber
Left as a game terminator - Control one.
Particle Collision chamber is different from the final version.
In Balloon popping -- When playing the room, the direction of deflection of the solar ray is set to the side of the room that Willy is in relative to the beams start point. In other words the beams will deflect left or right depending on where Willy is.
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Norman Sword got a reaction from MtM in [File] Manic Panic
Balloon Popping. The solar ray is controlled by the vertical sprites.
The skylab sprites step sideways. Either left or right with a programmable defined step. (each sprite has its own step) Due to the start positions being anywhere, that stepping could move the sprite over a wall and/or the graphic depiction of the remaining air/oxygen. Whenever this instance happens, the sprite is moved again. Whenever the double move condition is done, the solar ray is switched on and off.
The magenta skylab comes down 3 times before stepping onto the edge. It switches on/off the solar ray and is moved to the left of the screen to repeat.
+ the yellow Balloon moving left
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Norman Sword got a reaction from IRF in [File] Manic Panic
Balloon Popping. The solar ray is controlled by the vertical sprites.
The skylab sprites step sideways. Either left or right with a programmable defined step. (each sprite has its own step) Due to the start positions being anywhere, that stepping could move the sprite over a wall and/or the graphic depiction of the remaining air/oxygen. Whenever this instance happens, the sprite is moved again. Whenever the double move condition is done, the solar ray is switched on and off.
The magenta skylab comes down 3 times before stepping onto the edge. It switches on/off the solar ray and is moved to the left of the screen to repeat.
+ the yellow Balloon moving left
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Norman Sword got a reaction from jetsetdanny in [File] Manic Panic
The last sprite in Particle Collision Chamber has a horizontal component of movement. I did try most of them having a horizontal component and concluded -<NO>-
In Particle Collision Chamber when played in TORCH mode. The balls have a high vertical velocity which when coupled to a horizontal component made their paths seem erratic when they could not be seen.
Your response (above) was while I typed this.
In Balloon Popping -- The solar ray is only switched on in EXPERT, ACE and TORCH modes.
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Norman Sword reacted to IRF in [File] Manic Panic
Ah, I was playing in Trainer mode - perhaps that explains why I didn't see the solar beam!? (And why I didn't notice any difference in the Particle Collision Chamber?)
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Norman Sword got a reaction from jetsetdanny in [File] Manic Panic
The room/cavern count was set as (you will not know, until you try)
Technically their are 7 caverns in this code. It was just as hard for me to delete the rooms/caverns as it was to add new ones. Having now changed the code to now allow room deletions I can alter room count with greater ease.
Caverns included. That are changed.
1) Smelly Genes, 2)Yellow stones, 3)Balloon Popping, 4)Virus attack, 5)Particle Collision Chamber
Left as a game terminator - Control one.
Particle Collision chamber is different from the final version.
In Balloon popping -- When playing the room, the direction of deflection of the solar ray is set to the side of the room that Willy is in relative to the beams start point. In other words the beams will deflect left or right depending on where Willy is.
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Norman Sword got a reaction from IRF in [File] Manic Panic
I decided when I was writing Manic Panic to make the screens as easy as possible - To celebrate nearly 600 downloads (on this website) (it is 598 at the moment) , I will show how four of the screens started off and where then changed to be easier.
Only 4 screens here.
mp_4rrm.tap
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Norman Sword got a reaction from jetsetdanny in [File] Manic Panic
I decided when I was writing Manic Panic to make the screens as easy as possible - To celebrate nearly 600 downloads (on this website) (it is 598 at the moment) , I will show how four of the screens started off and where then changed to be easier.
Only 4 screens here.
mp_4rrm.tap
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Norman Sword got a reaction from JianYang in Random Topic - Random colours and routines
Very similar - written in assembler - I took the visual idea of above and wrote the code in assembler.
twirl.tap
the 2nd version, is the progression in complexity
twirl2.tap
the 3rd version plays with speed as well
twirl3.tap
The very last version - which changes the checker pattern
The real purpose of writing this was to show the size difference between C and assembler.
twirl4.tap
Footnote. Each of these tap files contains a header and a basic loader. All the running code data is contained within the assembled file. The size of each version is 121 bytes less than the files size. E.g. Twirl tap has 367 bytes of code and data. -- Twirl2.tap has 387 bytes of code and data -- etc..
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Norman Sword got a reaction from Spider in [File] Manic Panic
I decided when I was writing Manic Panic to make the screens as easy as possible - To celebrate nearly 600 downloads (on this website) (it is 598 at the moment) , I will show how four of the screens started off and where then changed to be easier.
Only 4 screens here.
mp_4rrm.tap
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Norman Sword got a reaction from Spider in Random Topic - Random colours and routines
Very similar - written in assembler - I took the visual idea of above and wrote the code in assembler.
twirl.tap
the 2nd version, is the progression in complexity
twirl2.tap
the 3rd version plays with speed as well
twirl3.tap
The very last version - which changes the checker pattern
The real purpose of writing this was to show the size difference between C and assembler.
twirl4.tap
Footnote. Each of these tap files contains a header and a basic loader. All the running code data is contained within the assembled file. The size of each version is 121 bytes less than the files size. E.g. Twirl tap has 367 bytes of code and data. -- Twirl2.tap has 387 bytes of code and data -- etc..
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Norman Sword got a reaction from JianYang in [File] Manic Panic
I decided when I was writing Manic Panic to make the screens as easy as possible - To celebrate nearly 600 downloads (on this website) (it is 598 at the moment) , I will show how four of the screens started off and where then changed to be easier.
Only 4 screens here.
mp_4rrm.tap
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Norman Sword got a reaction from Spider in Random Topic - Random colours and routines
I write in assembler. This is called shape.
Surprisingly it is running flat out with no delays.
Shape.tap
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Norman Sword got a reaction from Spider in Random Topic - Random colours and routines
I looked at the code from the above - it was not quite what I wanted - This is more how I wanted it to look.
The struggle between areas of colour, for domination.
========================================
The routine fills the screen with colour.
Then it selects a (random) position and checks to see what colour is dominant in that area.
The dominant colour, then fills the local area.
The selection of areas continues for 10,000 loops.
Then the whole process is repeated.
Shape2.tap
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Norman Sword got a reaction from IRF in Random Topic - Random colours and routines
I looked at the code from the above - it was not quite what I wanted - This is more how I wanted it to look.
The struggle between areas of colour, for domination.
========================================
The routine fills the screen with colour.
Then it selects a (random) position and checks to see what colour is dominant in that area.
The dominant colour, then fills the local area.
The selection of areas continues for 10,000 loops.
Then the whole process is repeated.
Shape2.tap
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Norman Sword got a reaction from jetsetdanny in Random Topic - Random colours and routines
I write in assembler. This is called shape.
Surprisingly it is running flat out with no delays.
Shape.tap
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Norman Sword got a reaction from Spider in Free space and code optimisation in "JSW"
The full list of alternate (shorter) opcodes using either RRCA for RRC A and RLCA for RLC A in JSW.
The two sets of opcodes are not exactly the same in operation regarding flags. But in their context within JSW swapping to the shorter version has no impact on the code.
Besides the value at #8f14, all the other uses are in the conveyor routine.
RLC A at #9514 and #9516
RRC A at #9527 and #9529
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Norman Sword got a reaction from jetsetdanny in Free space and code optimisation in "JSW"
The full list of alternate (shorter) opcodes using either RRCA for RRC A and RLCA for RLC A in JSW.
The two sets of opcodes are not exactly the same in operation regarding flags. But in their context within JSW swapping to the shorter version has no impact on the code.
Besides the value at #8f14, all the other uses are in the conveyor routine.
RLC A at #9514 and #9516
RRC A at #9527 and #9529
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Norman Sword got a reaction from IRF in Free space and code optimisation in "JSW"
The full list of alternate (shorter) opcodes using either RRCA for RRC A and RLCA for RLC A in JSW.
The two sets of opcodes are not exactly the same in operation regarding flags. But in their context within JSW swapping to the shorter version has no impact on the code.
Besides the value at #8f14, all the other uses are in the conveyor routine.
RLC A at #9514 and #9516
RRC A at #9527 and #9529
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Norman Sword got a reaction from IRF in Automated generation of Jet Set Willy speedrun/walkthrough
Turning off the music does not interfere with movement. E.g. You can turn the music on/off whilst playing the game.
So the music can be turned off on the 2nd frame - when played automatically.
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Norman Sword got a reaction from RuffledBricks in Automated generation of Jet Set Willy speedrun/walkthrough
I will leave you to get on with it then.
Addendum
Meaning :- I will not bother myself any further on your behalf.
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Norman Sword got a reaction from IRF in Automated generation of Manic Miner speedrun/walkthrough
The Bug Byte pictures.