lucasyuhyuh
Moldy Popcorn
Piece of bacon programming MegaDrive games.
Posts: 47
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Post by lucasyuhyuh on Sept 23, 2019 13:37:29 GMT -5
It just floats... Here's the code:
game:
global x as integer
global y as integer
cls
setgfxplane Scroll_B
pallettes cloudcolors, 1, 0, 16
ink 1
loadtiles cloud,960,128
DRAWTILESINC 128,0,2,40,24 'start tileset,x,y,Width,Height
PSGVOL 0, 0
PSGVOL 1, 0
PSGVOL 3, 0
setgfxplane Scroll_A
pallettes colors, 0, 0, 16
loadtiles sbo, 16, 1
x=48
y=150
sheepbody=addsprite(4,4)
propsprite sheepbody,1,0
movesprite sheepbody,128+x,128+y
do
movesprite sheepbody,128+x,128+y
if joypad().2 then x=x-2
if joypad().3 then x=x+2
if joypad().4 [and] JumpAction=0 then
JumpAction=60
endif
if JumpAction>0 then
if JumpAction<31 then
y+=2 'speed up
endif
if JumpAction>30 then
y-=2 'speed down
endif
JumpAction--
endif
sleep 1
loop
sbo:
DATALONG $00000777 ' Tile: 0
DATALONG $00007888
DATALONG $00078888
DATALONG $00788888
DATALONG $07AAAAAA
DATALONG $07AAAAAA
DATALONG $7AAAAAAA
DATALONG $7AAAAAAA
DATALONG $7AF8AAF8 ' Tile: 1
DATALONG $7AF8AAF8
DATALONG $7AFFAAFF
DATALONG $7AFFAAFF
DATALONG $7AAAAAAA
DATALONG $7AAAFAAF
DATALONG $7AAAAFFA
DATALONG $7AAAAAAA
DATALONG $07AAAAAA ' Tile: 2
DATALONG $07AAAAAA
DATALONG $00788888
DATALONG $00078888
DATALONG $00007888
DATALONG $00000777
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000 ' Tile: 3
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $77777770 ' Tile: 4
DATALONG $88888887
DATALONG $88888888
DATALONG $88888888
DATALONG $AAA88888
DATALONG $AAAAA888
DATALONG $AAAAAA88
DATALONG $AAAAAAA8
DATALONG $8AAAAAA8 ' Tile: 5
DATALONG $8AAAAAA8
DATALONG $FAAAAAA8
DATALONG $FAAAAAA8
DATALONG $AAAAAAA8
DATALONG $AAAAAAA8
DATALONG $AAAAAAA8
DATALONG $AAAAAA88
DATALONG $AAAAA888 ' Tile: 6
DATALONG $AAA88888
DATALONG $88888888
DATALONG $88888888
DATALONG $88888887
DATALONG $77777778
DATALONG $07888888
DATALONG $07888888
DATALONG $07888888 ' Tile: 7
DATALONG $07888888
DATALONG $07888888
DATALONG $07878887
DATALONG $07878887
DATALONG $07979987
DATALONG $07979997
DATALONG $00777770
DATALONG $00000000 ' Tile: 8
DATALONG $00000000
DATALONG $70000000
DATALONG $87000000
DATALONG $88700000
DATALONG $88700000
DATALONG $88870000
DATALONG $88870000
DATALONG $88870000 ' Tile: 9
DATALONG $88870000
DATALONG $88870000
DATALONG $88870000
DATALONG $88870000
DATALONG $88870000
DATALONG $88870000
DATALONG $88870000
DATALONG $88700000 ' Tile: 10
DATALONG $88777777
DATALONG $87888888
DATALONG $78888888
DATALONG $88888888
DATALONG $88888888
DATALONG $88888888
DATALONG $88888888
DATALONG $88888888 ' Tile: 11
DATALONG $88888888
DATALONG $77777777
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000 ' Tile: 12
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000 ' Tile: 13
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000
DATALONG $00000000 ' Tile: 14
DATALONG $70000000
DATALONG $87770000
DATALONG $88887000
DATALONG $88888700
DATALONG $88888870
DATALONG $88888887
DATALONG $88888887
DATALONG $88888887 ' Tile: 15
DATALONG $88888887
DATALONG $78888887
DATALONG $77788887
DATALONG $78878887
DATALONG $07979987
DATALONG $07979997
DATALONG $00777770
colors:
DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 0
DATAINT $0CCC,$0026,$004C,$0008,$0880,$0080,$0800,$0000
DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 1
DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000
DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 2
DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000
DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 3
DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000
DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 4
DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000
DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 5
DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000
DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 6
DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000
DATAINT $0EEE,$00EE,$0E0E,$000E,$0EE0,$00E0,$0E00,$0888 ' Pallette: 7
DATAINT $0CCC,$0088,$0808,$0008,$0880,$0080,$0800,$0000
cloudcolors:
DATAINT $0E80,$0E80,$0EA2,$0EC8,$0ECA,$0EEA,$0EC6,$0EEE
DATAINT $0EEC,$0EA0,$0EA4,$0000,$0000,$0000,$0000,$0000
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rune
Burger Head
Posts: 22
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Post by rune on Oct 7, 2019 18:15:15 GMT -5
I found this example in portuguese:
dim mapa(39,8) as integer sprite1 = addsprite(1,1) propsprite sprite1,1,0 nivel=1 reload Tilemap1 inicio: for y=0 to 8 for x=0 to 39 read mapa(x,y) drawtile mapa(x,y),x,y next x next y
spritey = 128 + (8*4) spritex = 128 + 8 gravidade = 1 'Gravity hj=0 fp=0 do j=joypad(0)
if j.5 AND fp = 0 then gravidade = -1 hj=0 fp=1 endif dirX= (j.3-j.2) diry= gravidade if gravidade = -1 then hj+=1
if hj > 25 then gravidade = 1 endif
if dirx = 1 then C1 = mapa( ((spritex - 120)>>3) , ((spritey - 124)>>3)) else C1 = mapa( ((spritex - 128)>>3) , ((spritey - 124)>>3)) endif if diry = 1 then C2 = mapa( ((spritex - 124)>>3) , ((spritey - 120)>>3)) else C2 = mapa( ((spritex - 124)>>3) , ((spritey - 128)>>3)) endif if C1 = 0 then spriteX+=dirx endif if C2 = 0 then spritey+=diry else gravidade = 1 if diry = 1 then fp=0 endif endif
if C1 = 5 OR C2=5 then nivel+=1 if nivel>2 then nivel=1 locate 10,0 print "Voce Venceu!" sleep 59 cls if nivel=1 then reload tilemap1 elseif nivel=2 then reload tilemap2 endif goto inicio endif
movesprite sprite1,spritex,spritey sleep 1 loop Tilemap1: data 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8 data 8,0,0,0,8,0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,8 data 8,0,0,0,8,0,0,0,0,8,0,0,0,8,8,8,8,8,8,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,8,8,8,0,0,8 data 8,0,0,0,8,8,0,0,8,8,0,0,0,0,0,0,0,0,8,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,8,0,0,8 data 8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,8,0,0,8 data 8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,0,0,0,8,8,8,8,8,8,8,0,0,0,0,8,0,0,8 data 8,0,0,0,0,0,0,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8 data 8,0,0,0,0,0,0,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,8 data 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8 Tilemap2: data 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8 data 8,0,0,0,8,0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,8,0,0,0,0,8,5,0,0,0,0,0,0,0,8 data 8,0,0,0,8,0,0,0,0,8,0,0,0,8,8,8,0,8,8,0,0,8,0,0,0,8,0,0,0,0,8,8,8,8,8,8,8,8,0,8 data 8,0,0,0,8,8,0,0,8,8,0,0,0,0,0,0,0,0,8,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,8,0,0,8 data 8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,8,0,0,8 data 8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,0,0,0,8,8,8,8,8,8,8,0,0,0,0,8,0,8,8 data 8,0,0,0,0,0,0,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8 data 8,0,0,0,0,0,0,0,0,8,0,0,0,8,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,8 data 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
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