Post by emuvvx on Mar 31, 2018 0:05:18 GMT -5
I'm experienced with BasiEgaXorz since 2011, but I did not any game since that.
I didn't have programming school focused ON game programming, so gimme a break.
I posted a noobie question here in 2015 called "graphics showing up broken and taking wrong palete". My current code is heavily based on this code I was typing three years ago. Since that, I had to halt the project, but I remembered many things after look during almost two weeks uninterruptly, and here's my code with some plausible achievements.
Well, my question is...
I'm trying to do a 2D fighting game alike any K.O.F. or Street Fighter.
I draw the animation frames on paper and snap it with a Cell Phone camera and colour on the computer using the image viewer IrfanView.
After, I use the RetroGraphicsToolkit to quantize.
I think I need a routine to empty/flush/clear the VRAM before load many tiles.
The frames are large by now (160 x 185 pxs or ~460, ~440 tiles) and I need a lot to do the opening, Special Moves sequences or to the character merely throw a punch. The same suits for CRAM - or to whatever pallettes goes.
I'm sendind the code and the .bin ROM image.
If you need the additional files, just ask.
The game shows a japanese lolita-alike character with 3 animation frames to simulate she is breathing in stand mode.
If you press A on the controller, she perform a forward punch. If you hold A, you hold the punch frame on the screen.
If you release, it happens a bug on the 3-frames animation, with the "punch frame" taking place between them, in the place of the original first one.
Due to this, it takes the first frame pallette and gets miscoloured.
D-pad left and right moves the girl, but forward movimentation is purposely faster than back. No other button performs actions.
So, guys, I ask for help again.
Thanks in advance.
KOF_MD.bin (69.49 KB)
loadtiles exp_UF_hn3,440,900 '460 is the correct tile quantity, but if set such, a bug happens.
Dim MapClear(3) as Integer
if joypad(0).3=1 then
For X=0 to 3
if joypad(0).2=1 then
For X=0 to 3
scroll LEFT,5 'I know the character moves back slowly than forward. It's just to understand how things worxs.
if (joypad(0).6=1) then
exp_UF_hn: datafile \exp_UF_hn.bin,bin
exp_UF_hn2: datafile \exp_UF_hn2.bin,bin
exp_UF_hn3: datafile \exp_UF_hn3.bin,bin
JN_UF_: datafile \JN_UF_.bin,bin