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 Sujet du message: ArkaMOid
MessagePosté: 10 Juin 2019, 01:33 
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Inscription: 08 Oct 2018, 17:24
Messages: 18
Hi guys, this is a little breakout clone i did for a basic challenge (no asm allowed). The bit16 splash screen is made with Zef's tool. You can play with mouse or keyboard (1 or 2 players), 5 different screens.

Image


Fichiers joints:
ARKAMOID_MO6.zip [19.51 Kio]
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 Sujet du message: Re: ArkaMOid
MessagePosté: 12 Juin 2019, 03:38 
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Inscription: 06 Juin 2004, 08:23
Messages: 443
Do you have an FD archive for this ? :)

Looking at the code quickly, I see the game is using 320x200x16 (with constraint) mode in the game play (and bricks are drawn using the background color - so it does not clash with the ball), and the splash screen and menus are using the 160x200x16 mode, and something quite interesting to draw them. I would have definitely put the URL of this web app into the program's header, as it is lost in the code, yet is interesting enough to have a look at.

I'm copying the link here : http://retrohead.appodesign.com/?fbclid ... MRWYFdBess


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 Sujet du message: Re: ArkaMOid
MessagePosté: 13 Juin 2019, 08:30 
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Inscription: 21 Aoû 2006, 09:06
Messages: 1111
Localisation: Brest
Cool basic program :) Basic has the advantage to make it compatible with the TO and MO series. But running on TO requires removing the POKE in line 1050 (and 19000, ...) which creates an illegal function call error.
Fichier(s) joint(s):
dcmoto.png
dcmoto.png [ 2.97 Kio | Vu 1259 fois ]

As an alternative I propose this kind of fix
Code:
1050 IF PEEK(&HFFF0)=1 THEN POKE &H2019,PEEK(&H2019) OR 8  'NO BUZZER on MO6
which checks for the machine signature at $FFF0. I also remarked that there is a MO5 variable being read which might help, put it doesn't seem to be set anywhere.

Yoann: to make a FD: copy the source code in clipboard, then using DCMOTO in MO6 mode, go to "file/simulation clavier...", and press "simuler avec le presse-papier". The basic source will be automatically typed-in from the clipboard within a few seconds, then just SAVE"ARKAMOID".

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 Sujet du message: Re: ArkaMOid
MessagePosté: 14 Juin 2019, 04:18 
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Inscription: 06 Juin 2004, 08:23
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Samuel Devulder a écrit:
Yoann: to make a FD: copy the source code in clipboard, then using DCMOTO in MO6 mode, go to "file/simulation clavier...", and press "simuler avec le presse-papier". The basic source will be automatically typed-in from the clipboard within a few seconds, then just SAVE"ARKAMOID".


That's a pretty cool function, wasn't aware of this :) :D

Tested the game, nicely done, cool graphics too ! :good:


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 Sujet du message: Re: ArkaMOid
MessagePosté: 14 Juin 2019, 04:22 
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Samuel Devulder a écrit:
Cool basic program :) Basic has the advantage to make it compatible with the TO and MO series. But running on TO requires removing the POKE in line 1050 (and 19000, ...) which creates an illegal function call error.


It's ArkaMOid ! Not ArkaTOid :lol:


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 Sujet du message: Re: ArkaMOid
MessagePosté: 21 Juin 2019, 01:28 
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Inscription: 08 Oct 2018, 17:24
Messages: 18
Thank you all guys !! I forgot that poke isn't working on TO (as you can figure by yourself the game was written in PC128 mode) so thank you again for your help :)

Zef's web app is very cool, yeah, i also recently found a program to convert bmp in octects (for DEFGR you know):
https://github.com/briandorey/BitmapToB ... mapToBytes

I would know if there's something similar to convert 16 colors bmp in bit16 format (RAM A, RAM B byte sequence), that should be useful for Amstrad CPC users too ...


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 Sujet du message: Re: ArkaMOid
MessagePosté: 20 Aoû 2019, 08:27 
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Inscription: 24 Juil 2010, 16:08
Messages: 417
Localisation: France
Hi,

To convert PNG files to Thomson formats: https://github.com/pulkomandy/thomson/t ... ls/gfx2mo5
And for Amstrad CPC: https://github.com/cpcsdk/gfx2crtc

You can also export the files directly from GrafX2 in the latest versions.


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 Sujet du message: Re: ArkaMOid
MessagePosté: 20 Aoû 2019, 11:33 
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Inscription: 21 Aoû 2006, 09:06
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PulkoMandy a écrit:
Hi,
You can also export the files directly from GrafX2 in the latest versions.

Oh! I didn't know this :
Citation:
GRAFX 2.6 (11/01/2018)
New features (...)
Load and save Thomson MO/TO pictures (raw files and MAP with some of the well known extensions)


I gave it a try, but it refuses to load my JPG files :( 24Bits PNG seem to work though.

Question: I can't see a MAP file in proposed extension on the save-requester. How do I specify that I do want to save to thomson's MAP format ?
[EDIT] Oh! there are lua scripts in the thomson folder.

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 Sujet du message: Re: ArkaMOid
MessagePosté: 20 Aoû 2019, 12:47 
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Inscription: 24 Juil 2010, 16:08
Messages: 417
Localisation: France
When saving as "moto" format, a dialog will let you decide if you want MAP or raw binary files, and set the wanted terget machine (to set the palette in the correct format, etc).


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