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Post by alexmega on Sept 12, 2020 7:06:14 GMT -5
So a small team really requires time. you know that well at J1 star. KKK
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Post by alexmega on Sept 12, 2020 7:03:02 GMT -5
Thank you. tiberiyltim you are a great partner
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Post by alexmega on Sept 11, 2020 17:08:24 GMT -5
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Post by alexmega on Sept 7, 2020 6:18:30 GMT -5
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Post by alexmega on Jan 3, 2020 19:08:19 GMT -5
congratulatórios!!!!! ::DDDD
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Post by alexmega on Nov 23, 2019 14:06:31 GMT -5
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Post by alexmega on Aug 29, 2019 17:24:22 GMT -5
very cool
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Post by alexmega on Aug 29, 2019 17:20:01 GMT -5
Too bad, and a great project! I hope you get it.
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Post by alexmega on Aug 21, 2019 21:06:05 GMT -5
I would like more news!
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Post by alexmega on Aug 21, 2019 21:02:12 GMT -5
very cool
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Post by alexmega on May 23, 2019 19:16:48 GMT -5
amanzing
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Post by alexmega on May 12, 2019 15:20:08 GMT -5
Thanks for the feedback, but I can not use this command, I do not know if it's my library code or error. if you can give me a simple example?
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Post by alexmega on May 6, 2019 21:39:58 GMT -5
Precalculated sprite rotation example - 16X16 pixel sprite, 5 animation frames, 20 tiles... Cool! It BEX or SecondBASIC or SGDK? In second basic! oruam is hard master
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Post by alexmega on May 6, 2019 21:37:02 GMT -5
GOOD NIGHT, I HAD GOT THIS SAMPLE IN THE GROUP BUT WHEN APPLYING THIS IS GIVING ERROR, I BELIEVE THAT IT IS BEBLE LIBRARY ERROR. CASE SOMEONE HAVE THIS COMMAND IN ASM UNDERSTANDING JA WOULD HELP ME VERY MUCH. THANK YOU!
______________________________________ LoadTiles sprite_0,16,256
sprite0=AddSprite(4,4)
sprite1=AddSprite(4,4)
sprite2=AddSprite(4,4)
PropSprite sprite0,256,1
PropSprite sprite1,256,2
PropSprite sprite2,256,3
MoveSprite sprite0,196,200
MoveSprite sprite1,184,224
MoveSprite sprite2,208,224
Sleep 50
LinkSpriteS sprite2,sprite0
Declare Asm Sub LinkSprites(d0.w,d1.w)
move #$2700,sr
lsl.w #3,d0
addi.w #$2C02,d0
swap d0
move.w #2,d0
move.l d0,4(a4)
nop
nop
move.w (a4),d2
nop
nop
move.b d1,d2
addi.l #$40000000,d0
nop
nop
move.l d0,4(a4)
move.w d2,(a4)
move #$2000,sr
End Sub
sprite_0:
DataLong $11111111 ' Tile: 0
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 1
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 2
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 3
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 4
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 5
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 6
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 7
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 8
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 9
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 10
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 11
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 12
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 13
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 14
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111 ' Tile: 15
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
DataLong $11111111
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Post by alexmega on Apr 29, 2019 11:56:00 GMT -5
Good afternoon, I would like to know how to do the freesprite command in ASM? thank's
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