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ArkaMOid
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Auteur:  GarlandRaven [ 10 Juin 2019, 01:33 ]
Sujet du message:  ArkaMOid

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]
Téléchargé 24 fois

Auteur:  Yoann Riou [ 12 Juin 2019, 03:38 ]
Sujet du message:  Re: ArkaMOid

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

Auteur:  Samuel Devulder [ 13 Juin 2019, 08:30 ]
Sujet du message:  Re: ArkaMOid

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 287 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".

Auteur:  Yoann Riou [ 14 Juin 2019, 04:18 ]
Sujet du message:  Re: ArkaMOid

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:

Auteur:  Yoann Riou [ 14 Juin 2019, 04:22 ]
Sujet du message:  Re: ArkaMOid

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:

Auteur:  GarlandRaven [ 21 Juin 2019, 01:28 ]
Sujet du message:  Re: ArkaMOid

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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