Author Topic: TiX - A PiCross Clone for z80  (Read 6247 times)

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Offline Geekboy1011

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TiX - A PiCross Clone for z80
« on: July 18, 2011, 03:51:20 pm »
So back when Axe first came out i decided i would attempt to make a PiCross clone. well i failed horridly at axe and eventually managed to pick up asm so here we go



so far not to much is done i have most of my graphics routines done. and 2 of the underlying support routines done.

ToDo list (in no particular order):
 Features:
 - external levels
 - overlay mode
 - highscores
 Everything else:
 -rendering of levels
 -code to check for level completion
 -code to handle input
 -...why am i typing this huge list of things out





needless to say a lot still needs to be done but were getting some where!

Offline JustCause

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Re: TiX - A PiCross Clone for z80
« Reply #1 on: July 19, 2011, 10:32:22 pm »
Bump for support! Can't wait to see more progress on this.
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Offline Juju

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Re: TiX - A PiCross Clone for z80
« Reply #2 on: July 20, 2011, 12:20:25 am »
Oh cool Picross I like this game :D

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Offline Geekboy1011

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Re: TiX - A PiCross Clone for z80
« Reply #3 on: July 20, 2011, 01:02:55 am »
raa and now we have a title screen


Will get one more thing added to it eventually, but for now I like it.

now to go work on the actual engine xD

Offline Geekboy1011

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Re: TiX - A PiCross Clone for z80
« Reply #4 on: July 21, 2011, 10:12:55 pm »
Hey look we now have a crappy textmapper!




Oh and here is the crap code that makes it work.(minus the sprite routine and such)

Code: [Select]
TextOut:
 
;
; assumes a standards null termed string
;out puts text into the black buffer
; pointer to string to put out
;d = x
;e = y
 push de        ; save xy
  ld a,(bc)     ;ld a with first letter in the string
  inc bc        ; inc for next iteration
  or a
  jp z,_null
  cp $20         ; if
      ; less than 32 (aka null) then abort
  jp z,_space   ; if 32 add space
  sub $41        ; subtract 41 to properly reflect my table
  ld hl,LetterLut ; ld hl with table
  ld d,0
  ld e,a       ; add a to hl
  add hl,de    ;2 bytes per entry so we add it twice to compensate
  add hl,de    ;
  ld a,(hl) \ inc hl \ ld h,(hl) \ ld l,a ; load sprite pointer into hl
  ld a,(hl)    ; save letter width to scrap+3
  ld (scrap+3),a
  inc hl    ; in to actual letter data
 pop de     ;resotre x y
 push bc  ; save string pointer
  push de    ; save x y again
   push hl   ; save sprite pointer
   pop ix    ; into ix
    push ix  ; save sprite pointer
     ld a,d  ; load a with x val
     ld bc,appbackupscreen ; load bc with buffer
     call putsprite8xb     ; draw
   pop ix    ;restore sprite pointer
  pop de     ; restore x y
   push de   ; resave xy
    ld a,d   ; save x in a
    ld bc,plotsscreen   ; load bc bufer
    call putsprite8xb   ; draw
   pop de    ; restore x y
   ld a,(scrap+3) ; load a with sprite width
   add a,d   ; add sprite width to x
   ld d,a    ; save
  pop bc     ; restore string pointer
  jp textout ;
 _null:
 pop de      ;restore stack
 ret         ;return
 _space:
 pop de
  ld a,6
  add a,d
  ld a,d
 
  jp textout

Offline JustCause

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Re: TiX - A PiCross Clone for z80
« Reply #5 on: July 22, 2011, 01:29:55 pm »
Wheee, progress! /moresuppport. Looks nice. Good luck with the engine!
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Offline Munchor

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Re: TiX - A PiCross Clone for z80
« Reply #6 on: July 24, 2011, 09:42:42 am »
Personally, I don't really like the title screen, perhaps make the title colours all the same (all black or all grey?) :)

And as JC said, good luck with the engine, which is what you should start with ;) I leave title screens and that stuff for the end, but it's a personal choice.

Nevertheless, good job so far!

Offline Geekboy1011

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Re: TiX - A PiCross Clone for z80
« Reply #7 on: July 25, 2011, 11:57:45 pm »
hmm i might dunno yet.

and the reason i did the title screen first was to check to make sure the graphics routines and the text routines are all working properly. kill 2 birds with one stone ^_^

Offline Geekboy1011

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Re: TiX - A PiCross Clone for z80
« Reply #8 on: July 29, 2011, 02:25:02 pm »
More updates after working with Kerm a lot on this I can now use the DCS font in my game!

What this means? i save ~800bytes of space, get a nifty looking font, and get to use a new feature that's getting added into DCS 7.2 ^_^



Title with the font.

And now that The font routine is done i can actually start making it look less like a flashy demo and more like a game!
menus are first and should be done quickly I already have lots of ideas how to go about them. Then the main engine. wahoo!!



and random stats according to spasm

Number of labels: 4672
Number of defines: 17
Code size: 1351
Data size: 201
Total size: 1552

i think its counting .db statements as lables xD
« Last Edit: July 29, 2011, 02:33:16 pm by Geekboy1011 »

Offline ztrumpet

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Re: TiX - A PiCross Clone for z80
« Reply #9 on: July 29, 2011, 02:37:44 pm »
Looks awesome, Geek.  I think the DCS fonts'll be cool too. ^-^

Offline Geekboy1011

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Re: TiX - A PiCross Clone for z80
« Reply #10 on: July 29, 2011, 02:57:03 pm »
Same here and its a helluva lot smaller than using my own so i'm happy ^_^