oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Mar 31, 2004 16:38:39 GMT -5
name me a game and i'll make it with my basic compiler =D. i'll also release the source and make it one of the sample programs that come with the compiler =P
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Post by Guest on Apr 2, 2004 18:40:22 GMT -5
Yeah, but it was released long before Frogger, and it is infinitely cooler.
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Post by Tom Maneiro on Apr 10, 2004 20:58:18 GMT -5
I want something more complex, like a plattform game
Why not Mario?
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Apr 11, 2004 3:54:44 GMT -5
i made this sonic thing, it doesnt look "right" at all though =D
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Post by Tom Maneiro on Apr 16, 2004 15:20:26 GMT -5
wOW! it's cool ;D can u publish the sources for that? maybe i get interesteed to develop Sonic 4...
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Apr 17, 2004 13:34:13 GMT -5
sure =D
option title,"Test Program"
titledata: datafile title.dat,bin spritedata: datafile sprite1.dat,bin datafile sprite2.dat,bin datafile sprite3.dat,bin tiledata: datafile tile0.dat,bin titlepallette: DATAINT $000E,$0E20,$0EE2,$0060,$0000,$0000,$0000,$0000 DATAINT $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000 sprite1pallette: DATAINT $0E2E,$0820,$0600,$0E40,$08EE,$0EEE,$0080,$0222 DATAINT $04AE,$0048,$0666,$0AAA,$000A,$022E,$00CE,$0000 sprite2pallette: DATAINT $0E2E,$0820,$0600,$0E40,$08EE,$0EEE,$0080,$0222 DATAINT $04AE,$0048,$0666,$0AAA,$022E,$000A,$00CE,$0000 sprite3pallette: DATAINT $0E2E,$0820,$0600,$0E40,$08EE,$0AAA,$0666,$0EEE DATAINT $0222,$0080,$0048,$04AE,$022E,$000A,$00CE,$0000 levelpallette: DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000 sinedata: data 32, 33, 35, 37, 39, 41, 43, 45 data 47, 48, 50, 52, 53, 54, 56, 57 data 58, 59, 60, 61, 61, 62, 62, 63 data 63, 63, 63, 63, 62, 62, 62, 61 data 60, 59, 58, 57, 56, 55, 53, 52 data 50, 49, 47, 45, 43, 41, 40, 38 data 36, 34, 32, 30, 28, 26, 24, 22 data 20, 18, 17, 15, 13, 12, 10, 9 data 7, 6, 5, 4, 3, 2, 2, 1 data 1, 0, 0, 0, 0, 0, 0, 1 data 1, 2, 3, 4, 5, 6, 7, 8 data 10, 11, 13, 14, 16, 18, 19, 21 data 23, 25, 27, 29
disable screen setscrollmode HSCROLL_LINE,VSCROLL_2CELL setgfxplane SCROLL_A loadtiles titledata,184,128 loadtiles spritedata,36,312 loadtiles tiledata,4,348 pallettes titlepallette,1,0,16 pallettes sprite1pallette,2,0,16 pallettes levelpallette,3,0,16 i=128 ink 1 for dy=0 to 7 for dx=0 to 22 drawtile i,dx+8,dy+4 i++ next next sonic=addsprite(4,3) pallettes sprite1pallette,2,0,16 enable screen ink 3 for a=0 to 40 step 2 i=348 for dx=0 to 1 for dy=0 to 1 drawtile i,a+dx,26+dy i++ next next next dim sinearr(99) as integer reload sinedata for a=0 to 99 read b sinearr(a)=32-b next sineenabled=0 sinecount=0 on vblank gosub sinegen enable interrupt vblank
dirx=2048 sonicx=60 sonicy=176 anim=0 gosub redraw_sonic
keyloop: key=joypad() checkjump++ if checkjump=50 then checkjump=0 if sonicy<>176 then sonicy++ gosub redraw_sonic endif endif if key.2 [and] sonicx<>0 then sonicx-- hsync=100: gosub hsync_delay if sonicx%4=0 then anim=12-anim dirx=2048 gosub redraw_sonic elseif key.3 [and] sonicx<>296 then sonicx++ hsync=100: gosub hsync_delay if sonicx%4=0 then anim=12-anim dirx=0 gosub redraw_sonic endif if key.6 then sonicy-- hsync=100: gosub hsync_delay gosub redraw_sonic endif goto keyloop
redraw_sonic: propsprite sonic,dirx+312+anim,2 movesprite sonic,sonicx+128,sonicy+128 return
sinegen: ' sineenabled++ ' if sineenabled=2 then sineenabled=sineenabled+1%100 sinecount=sineenabled sinenum=32: while sinenum<>96 scroll2 LEFT,sinearr(sinecount),sinenum sinecount=sinecount+1%100 sinenum++: wend ' sineenabled=0 ' endif return
hsync_delay: for hsync_delay_a=0 to hsync halt dalt next return
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Apr 22, 2004 16:40:48 GMT -5
lol an rpg =D that'd be fun for everyone =) maybe something like one of those old ass 2600 rpg's where you just walk around and stab ppl
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