Metalmickey Posted June 5, 2017 Report Share Posted June 5, 2017 Some video links here, hope i'm not repeating anything already mentioned Interview with Matthew Smith, how he got started: https://www.youtube.com/watch?v=tMmwkXgY-xQ this video shows how he designed the original game engine in Manic Miner https://www.youtube.com/watch?v=LymCezUg7HI&t=296s jetsetdanny, Spider and IRF 3 Quote Link to comment Share on other sites More sharing options...
IRF Posted June 6, 2017 Author Report Share Posted June 6, 2017 (edited) Another comment from Geoff's JSW webpage: https://web.archive.org/web/20030818082654/http://www.cix.co.uk:80/~morven/jsw/geoffmode.html NOTE: Strange and rather annoying effects have been noticed with some pathological ropes. I don't remember if this was due to a bug in the code or weird interactions with other data. I think this must refer to a rope where the lowest three Bits of the guardian definition Byte 0 are set to 111 (07), rather than the usual 011 (03): [bits 0-2 of Byte 0 of a guardian's definition] specifies the type of the guardian, as follows: 000: not used 001: horizontal guardian, non-wraparound 010: vertical guardian, non-wraparound 011: rope 100: arrow 101: horizontal guardian, wraparound 110: vertical guardian, wraparound 111: rope Edited June 6, 2017 by IRF jetsetdanny and Spider 2 Quote Link to comment Share on other sites More sharing options...
IRF Posted July 3, 2017 Author Report Share Posted July 3, 2017 (edited) A few more errors/inefficiencies in the Geoff Mode disassembly (for my own future reference, if nothing else): https://web.archive.org/web/20030701143111/http://www.cix.co.uk/~morven/jsw/geoff_dis.html 9166 CDB18D CALL #8DB1 ; get A = -A x B9169 DD8603 JP #8DBC ; adjust and store y916C C9 RET The opcodes in bold text above are erroneous, it should read 'C3 BC 8D'. Actually, it could read 'C3 92 8B', and jump to an identical bit of code which sits at the end of another subroutine (see below). Also, the RET command at #916C above is superfluous, as the preceding jump goes to code which ends in a RET back to the Main Loop. ; minor sprite patch8DBC DD8603 ADD (IX+#03) ; add current y8DBF DD7703 LD (IX+#03), A ; and store new y8DC2 C9 RET As I mentioned above, the minor sprite patch in italics is superfluous if the jump from #9169 is directed to #8B92 (see bold highlight below). ; update y-coordinate of diagonal guardians @@@8B73 0E02 LD C, #02 ; amount to change y-coordinate by8B75 FE10 CP #10 ; if diag type is 2,8B77 2007 JR NZ, #8B808B79 DDCB0646 BIT 0, (IX+#06) ; y is updated every other tick8B7D C8 RET Z8B7E 1806 JR #8B868B80 FE08 CP #08 ; if diag type is 18B82 2802 JR Z, #8B868B84 0E04 LD C, #04 ; double dy8B86 79 LD A, C8B87 CDB18D CALL #8DB1 ; get A = -A x B8B8A DDCB0166 BIT 4, (IX+#01) ; negate A if necessary8B8E 2002 JR NZ, #8B92 ; I can't remember what "necessary" is8B90 ED44 NEG ; in this context!8B92 DD8603 ADD (IX+#03) ; work out new y8B95 DD7703 LD (IX+#03), A ; and store it8B98 C9 RET The 'necessary context' which Geoff referred to above, is to distinguish between the 'NW-SE' and 'NE-SW' types of diagonal guardians. Contrary to the Geoff Mode documentation, Bit 4 of Byte 1 of a diagonal guardian's Definition Bytes is not flipped when non-wraparound guardians change direction. The references to various types of diagonal guardian in the above is messy. "double dy" in italics above should refer to a type 3 diagonal guardian, for example. The subroutine at #8DB1 should be introduced as 'Used for diagonal and wraparound sprites': ; A = - A x B. Used for diagonal sprites. @@@8DB1 C5 PUSH BC8DB2 48 LD C, B8DB3 47 LD B, A8DB4 AF XOR A8DB5 81 ADD C8DB6 10FD DJNZ #8DB58DB8 ED44 NEG8DBA C1 POP BC8DBB C9 RET The Geoff Mode documentation implies that, as in Matthew Mode, Bit 7 of Guardian Definition Byte 0 keeps track of the current direction of horizontal (and diagonal) guardians. However, I'm not sure that it does in Geoff Mode. The direction of horizontal guardians is tracked via Byte 4 (which is a signed byte and determines the velocity) - as is the case for vertical guardians in both game engines. At #9193-#919C, both Byte 4 and Bit 7 of Byte 0 are toggled - via a NEG command and an XOR #80 gate respectively - but I believe that the latter bit of code (i.e. #9199-#919C, in italics below) may be superfluous: EDIT: Actually, whilst Bit 7 of Byte 0 isn't used to keep track of horizontal guardians in the 'Move the Guardians' routine, it is used by the 'Draw the guardians' routine, in order to determine which set of sprite-frames to use for bidirectional sprites. 9193 78 LD A, B9194 ED44 NEG9196 DD7704 LD (IX+#04), A ; x = x - v * length9199 7E LD A, (HL)919A EE80 XOR #80919C 77 LD (HL), A ; change direction No errors here, but I thought it would be worth emphasising a particular difference between Geoff and Matthew Modes, which Geoff doesn't explicitly mention in his notes. Namely that vertical guardians cycle forwards through their sprite-frames as they descend the screen, but backwards through their sprite-frames as they ascend: 9146 CB78 BIT 7, B9148 2804 JR Z, #914E914A D620 SUB #20914C 1802 JR #9150914E C620 ADD #209150 77 LD (HL), A ; change sprite image In contrast, Matthew Mode vertical guardians always cycle forwards through their sprite-frames, regardless of the status of their vertical trajectory. (So, to give a real example, the foliage on the Plant Pots in 'Jet Set Mini' are always growing outwards, before suddenly being 'pruned back' and starting again; if they were present in a Geoff Mode game, then the leaves would reverse direction and start 'shrinking' as the guardian started to move up the screen.) ****** Finally, I have a sneaking suspicion, from studying the code, that if a type 2 wraparound diagonal guardian (i.e. one that traverses at 14 degrees from the horizontal) has an odd number of increments defined in Byte 7, then it might fall 'out of phase' by one vertical increment, each time it wraps around. That could cause the guardian to 'stray from the path' - potentially leading to problems like the guardian colliding with elements of a room's layout. I have yet experimented to test this out, but if I am right, then it might be easily resolved by swapping the RET Z at #8B7D for a RET NZ. i.e. so that type 2 diagonal guardians are only vertically adjusted when the counter at Byte 6 holds an even value (instead of only being vertically adjusted for odd values of Byte 6, as is currently the case in the Geoff Mode game engine). Edited July 3, 2017 by IRF Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
IRF Posted July 3, 2017 Author Report Share Posted July 3, 2017 Finally, I have a sneaking suspicion, from studying the code, that if a type 2 wraparound diagonal guardian (i.e. one that traverses at 14 degrees from the horizontal) has an odd number of increments defined in Byte 7, then it might fall 'out of phase' by one vertical increment, each time it wraps around. That could cause the guardian to 'stray from the path' - potentially leading to problems like the guardian colliding with elements of a room's layout. I have yet experimented to test this out, but if I am right, then it might be easily resolved by swapping the RET Z at #8B7D for a RET NZ. i.e. so that type 2 diagonal guardians are only vertically adjusted when the counter at Byte 6 holds an even value (instead of only being vertically adjusted for odd values of Byte 6, as is currently the case in the Geoff Mode game engine). Having now investigated this, I am extremely pleased to report that I was correct, both in my diagnosis that there is a problem (a bug in the Geoff Mode game engine), and with my prescribed solution (which fixes the bug with a single POKE)! Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
IRF Posted July 10, 2017 Author Report Share Posted July 10, 2017 (edited) One other observation with respect to the Geoff Mode game engine - I don't think that anything will actually happen if the time counter (which counts down from 9999999) were ever to reach 0000000!? i.e. I can't see any evidence in the code that the game comes to an end, although the number of items collected up to that point might start to be decremented!? Edited July 10, 2017 by IRF Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted July 10, 2017 Report Share Posted July 10, 2017 (edited) One other observation with respect to the Geoff Mode game engine - I don't think that anything will actually happen if the time counter (which counts down from 9999999) were ever to reach 0000000!? i.e. I can't see any evidence in the code that the game comes to an end, although the number of items collected up to that point might start to be decremented!? I've not looked at how that counter was done. I'm assuming that they used the extra space digits that were not 'printed' for this. Although I'd expect once it reached 0 it may drop to display a " / " , as a "0" is chr$ 48 / chr$ #30 and the "/" being 47 / #2F :unsure: I'm basing this simply on some 'accident's I had when erm 'adjusting' the clock digits a while back to do other things. I'd expect there is no check for the far left digit in his code ? In which case the DEC will simply drop the "0" down one character to "/" , all being well (or not!) EDIT... Pic ? Edited July 10, 2017 by Spider Quote Link to comment Share on other sites More sharing options...
IRF Posted July 10, 2017 Author Report Share Posted July 10, 2017 (edited) One other observation with respect to the Geoff Mode game engine - I don't think that anything will actually happen if the time counter (which counts down from 9999999) were ever to reach 0000000!? i.e. I can't see any evidence in the code that the game comes to an end, although the number of items collected up to that point might start to be decremented!? Ignore the part in bold in my previous post - the code counts seven digits, via the E register, so it won't wrap around into an eighth digit! :blush: However, I was quite correct in my assertion that time won't run out when the clock reaches 0000000 - having just tried running a Geoff Mode game in SPIN until that point, it just starts again at 9999999! Geoff admits in the 'Time Counter' section of his 'Guide to Geoff Mode' webpage that: This no longer shows a time, but a 7-digit number which counts down from 9999999. This dates from the earliest days of Geoff Mode, and I can no longer remember why I did it. What he doesn't admit, though, is that the Time Counter is seemingly completely pointless! :D Edited July 10, 2017 by IRF jetsetdanny and Spider 2 Quote Link to comment Share on other sites More sharing options...
IRF Posted October 7, 2017 Author Report Share Posted October 7, 2017 (edited) A good example of the use of a lookup table in a Patch Vector can be found in the first part of Geoff' Eddys patch for Room 11 ('Under Your Spell') in 'ZX Willy the Bug Slayer':https://web.archive.org/web/20080511161939/http://www.cix.co.uk/~morven/jsw/patches.htmlI later adapted Geoff's method for the PV in the 'Master Bedroom' in 'Jet Set Mini'. Edited October 7, 2017 by IRF Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
IRF Posted October 23, 2017 Author Report Share Posted October 23, 2017 (edited) http://www.seasip.info/Jsw/jswdiffs.html I thought it would be a useful resource to provide the source code for the guardian expansion code in the JSW128 game engine. John Elliott's otherwise excellent document (link above) only does half a job in relation to this! Here's the bit that John does provide: ;(v0.00HL2) Code to support multiple guardian tables.; ;48k ;128k ORG 8930h ORG 8930h LD H,14h LD H,0 ADD HL,HL CALL CC4B6 ;Find table addr. ADD HL,HL ADD HL,HL And here's the missing part (using the same notation, for consistency): ;128k ORG C4B6h ADD HL, HL ADD HL, HL ADD HL, HL LD BC, (W80DF) ADD HL, BC RET Edited October 23, 2017 by IRF Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted October 14, 2018 Report Share Posted October 14, 2018 http://clrhome.org/table/ Z80. Quite useful, shows what registers are effected by each instruction as well as a very brief description of what the instruction does. Simply hover over the one in question. :) IRF and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
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