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Post by Deleted on Jun 24, 2016 10:01:25 GMT -5
People need to understand that there isn't a catch all solution for collision detection and that it's very project specific. You have to code what you want to happen, why it happens, and when it happens.
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Post by Deleted on Jun 25, 2016 11:52:33 GMT -5
People need to understand that there isn't a catch all solution for collision detection and that it's very project specific. You have to code what you want to happen, why it happens, and when it happens. Tottaly agree. However, as an experienced programmer, I often forget that begginers need at least one generic solution as a foundation. As they progress their solutions will naturally become unique and optimized. I used to hear a lot of "every game is different" but no real answer to the basic (ha!) solution for collisions. I was trying to avoid that
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Post by tiberiyltim on Jun 27, 2016 16:41:44 GMT -5
What function Soft Reset? TrapCPU and C button only?
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Post by Deleted on Jun 27, 2016 17:33:44 GMT -5
What function Soft Reset? TrapCPU and C button only? TrapCPU acts like a breakpoint and will let you continue with execution (press start) and C to reset I believe. There's no soft reset command in BEX that I'm aware of
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Post by tiberiyltim on Jun 28, 2016 5:31:33 GMT -5
elusive, What function game reset if end game?
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Post by Deleted on Jun 28, 2016 5:57:18 GMT -5
elusive, What function game reset if end game? There isn't one built in, so you'll either have to use asm or create a reset function.
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Post by tiberiyltim on Jun 28, 2016 11:41:12 GMT -5
It is sad. You have a sample?
I do so. I create a location where functions are nulled all.
Start1=0 Timer=0 GameOver=0 , etc.
goto LogoSega location.
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Post by Deleted on Jun 28, 2016 11:48:28 GMT -5
Doing a reset script will vary based on projects, but you'd want to reset scroll planes, clear drawn tiles, reset program variables, etc. There's a way to trigger a soft reset in asm, though, but I'll have to dig through my notes. There's a thread on SpriteMinds that has the asm code if you're in a hurry.
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Post by tiberiyltim on Jun 28, 2016 17:22:06 GMT -5
You can give URL on thread SpriteMinds?
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Post by Deleted on Jun 29, 2016 16:11:53 GMT -5
I just realized I have no idea how to detect if the reset button has been pressed on a Sega Genesis. Googling says "it's an interrupt" but I haven't found anything that would translate into something BEX can do. I was hoping there was a bit that gets toggled to indicate the reset button was pressed.
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Post by Deleted on Jun 29, 2016 21:36:15 GMT -5
You can give URL on thread SpriteMinds? I can't seem to find it :/ I just realized I have no idea how to detect if the reset button has been pressed on a Sega Genesis. Googling says "it's an interrupt" but I haven't found anything that would translate into something BEX can do. I was hoping there was a bit that gets toggled to indicate the reset button was pressed. The only way to detect if a soft reset as been pressed (I believe that's what the reset button actually does, since resetting doesn't clear the high scores on non-sram commercial games), is by including a check in the initialization code: tst.l ($A10008).l bne.s Skip1 tst.w ($A1000C).l Skip1: bne.s SkipRamClear ; or skip the rest of the init code
In order to do this in BEX, you'd need to modify the basicasm.cni file and then compile from the command line. Something I plan on fixing in SecondBASIC
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Post by tiberiyltim on Jun 30, 2016 17:39:33 GMT -5
How use Parallax Scrolling technique in BEX? On One pixel. Pseudo-layers of sprites or raster method! The more sophisticated games on such systems generally divide the layer into horizontal strips, each with a different position and rate of scrolling. Typically, strips higher on the screen will represent things farther away from the virtual camera or one strip will be held stationary to display status information. The program will then wait for horizontal blank and change the layer's scroll position just before the display system begins to draw each scanline.
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Post by Deleted on Jun 30, 2016 21:14:10 GMT -5
How use Parallax Scrolling technique in BEX? On One pixel. Pseudo-layers of sprites or raster method! The more sophisticated games on such systems generally divide the layer into horizontal strips, each with a different position and rate of scrolling. Typically, strips higher on the screen will represent things farther away from the virtual camera or one strip will be held stationary to display status information. The program will then wait for horizontal blank and change the layer's scroll position just before the display system begins to draw each scanline. This can be done by using the SetScrollMode HSCROLL_LINE, VSCROLL_OVERALL (or 2CELL if you wanted)
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Post by tiberiyltim on Oct 27, 2017 15:55:37 GMT -5
How make fps counter, to calculate framerate (FPS) as here? In the game, not in the emulator.
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Post by Deleted on Nov 17, 2017 11:13:50 GMT -5
How make fps counter, to calculate framerate (FPS) as here? In the game, not in the emulator. Not an answer. I apologize in advance Usually I have a counter at the top of my main routine and a different counter at the beginning of my vblank routine. Maybe every time the vblank counter gets to 60 you poll the main routine counter?
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