QUOTE (dragon__lance @ 6 January 2006, 20:20) |
-perhaps a realtime interface in battles? |
CODE |
ec1ld a,11 ld b,ac2 |
CODE |
ec1MoveMap: ld a,(Map) cp 1 jp z,Move1 cp 2 jp z,Move2 cp 3 jp z,Move3 cp 4 jp z,Move4 cp 5 jp z,Move5 cp 6 jp z,Move6 cp 7 jp z,Move7 cp 9 jp z,Move9 cp 10 jp z,Move10 cp 11 jp z,Move11 cp 14 jp z,Move14 cp 15 jp z,Move15 cp 16 jp z,Move16 cp 17 jp z,Move17 cp 18 jp z,Move18 cp 19 jp z,Move19 cp 20 jp z,Move20 cp 21 jp z,Move21 cp 22 jp z,Move22 cp 23 jp z,Move23 cp 24 jp z,Move24 cp 25 jp z,Move25 cp 26 jp z,Move26 cp 27 jp z,Move27 cp 28 jp z,Move28 Move23: ld a,(XPos) cp 6 jp z,MoveScreen2223 or a jp z,MoveScreen2423 Move24: ld a,(XPos) cp 11 jp z,MoveScreen2324 cp 5 jp z,MoveScreen2524 Move25: ld a,(XPos) cp 5 jp z,MoveScreen2425 cp 6 jp z,MoveScreen2625 Move26: ld a,(YPos) cp 3 jp z,Move26Left cp 6 jp z,MoveScreen2526 ld a,(XPos) cp 5 jp z,Move26Up cp 6 jp z,Move26Down cp 11 jp z,Move26Right Move27: ld a,(XPos) cp 11 jp z,MoveScreen2827 Move28: ld a,(XPos) or a jp z,MoveScreen2728 cp 11 jp z,MoveScreen2928 MoveScreen2726: ld a,27 ld (Map),a ld a,12 ld (MapX),a ld a,40 ld (MapY),a ld a,1 ld (XPos),a ld a,3 ld (YPos),a jp PlayGame MoveScreen2728: ld a,27 ld (Map),a ld a,12 ld (MapX),a ld a,40 ld (MapY),a ld a,10 ld (XPos),a ld a,4 ld (YPos),a jp PlayGame MoveScreen2827: ld a,28 ld (Map),a ld a,24 ld (MapX),a ld a,40 ld (MapY),a ld a,1 ld (XPos),a ld a,4 ld (YPos),a jp PlayGamec2 |
QUOTE (VahnRPG @ 8 January 2006, 14:49) | ||||
havin tons of fun optimizing this code. Finding delicious pieces of well written code such as: c1-->
ec2 and -->c1
ec2 |
QUOTE (tenniskid493 @ 8 January 2006, 18:21) |
When they talked about the whole memroy structure and where you access values from in the calculator, I got completly lost and gave up. |
QUOTE (VahnRPG @ 8 January 2006, 14:49) | ||||
havin tons of fun optimizing this code. Finding delicious pieces of well written code such as: c1-->
ec2 and -->c1
ec2 now you know my dirty secret of why i am not exactly proud of this game... |