Search found 500 matches

by Wall_Axe
Tue Oct 17, 2023 11:50 am
Forum: Programming
Topic: fprwards and backwards logic in IF statements (in assembly)
Replies: 54
Views: 727

Re: fprwards and backwards logic in IF statements (in assembly)

I suppose the situation I'm thinking about is wanting to do something AND return. Whereas you can only do one or the other using basic assembly commands.

Storing the location on a stack could be risky for creating bugs?
by Wall_Axe
Tue Oct 17, 2023 11:45 am
Forum: Programming
Topic: fprwards and backwards logic in IF statements (in assembly)
Replies: 54
Views: 727

Re: fprwards and backwards logic in IF statements (in assembly)

Putting the function pointer with the menu is a good idea, I'll have to study it a bit more though
by Wall_Axe
Tue Oct 17, 2023 11:32 am
Forum: Brand new software!
Topic: New game: Tenebra 2!
Replies: 7
Views: 396

Re: New game: Tenebra 2!

I'll give it a go when I have time, looks good from the video I saw of it.
by Wall_Axe
Tue Oct 17, 2023 2:26 am
Forum: Showcase your work!
Topic: dsForth/TR-DOS
Replies: 34
Views: 20834

Re: dsForth/TR-DOS

So you have cross compilation from PC to x86 dos system and zx spectrum?

Any .tap files of demos available of the games?
by Wall_Axe
Tue Oct 17, 2023 12:22 am
Forum: Programming
Topic: fprwards and backwards logic in IF statements (in assembly)
Replies: 54
Views: 727

Re: fprwards and backwards logic in IF statements (in assembly)

i suppose thts almost like creating a new language, but might be necessary for some complicated things. The most complicated things ive ran into so far were: if keypressed is_key_pressed=1 else if is_key_pressed=1 do_action() is_key_pressed=0 endif endif which in assembly is: call read_keyboard LD A...
by Wall_Axe
Mon Oct 16, 2023 10:19 pm
Forum: Programming
Topic: fprwards and backwards logic in IF statements (in assembly)
Replies: 54
Views: 727

Re: fprwards and backwards logic in IF statements (in assembly)

thats an interesting way of using the stack, might have to use that later.
by Wall_Axe
Mon Oct 16, 2023 7:24 pm
Forum: Programming
Topic: fprwards and backwards logic in IF statements (in assembly)
Replies: 54
Views: 727

Re: fprwards and backwards logic in IF statements (in assembly)

I am using bytes for state flags etc. and yes the second answer is correct for those types of situations. Like the movecharacterleft the situation where i use backwards logic is: see if the option chosen is the first - then execute it, if not then see if it is the second then execute that I jp acros...
by Wall_Axe
Mon Oct 16, 2023 7:07 pm
Forum: Programming
Topic: fprwards and backwards logic in IF statements (in assembly)
Replies: 54
Views: 727

fprwards and backwards logic in IF statements (in assembly)

in normal languages you can do an IF statement with multiple conditions quite easily, but assembly is a bit like having the memory of a goldfish..as registers get trashed all the time. So far, I have been doing things like:testing for the opposite of what im looking for and then skipping over code i...
by Wall_Axe
Mon Oct 16, 2023 12:49 pm
Forum: Games/Software
Topic: Klass of '99 & Lethargy: The Apathetic Dream
Replies: 5
Views: 243

Re: Klass of '99 & Lethargy: The Apathetic Dream

nice website. my attention span has been destroyed by modern technology, but I managed to read 3 reviews :D
by Wall_Axe
Mon Oct 16, 2023 12:02 pm
Forum: Brand new software!
Topic: Hero Quest Master Edition 48K
Replies: 3
Views: 190

Re: Hero Quest Master Edition 48K

it's a 'mouse driven game' except using the keys to move the cursor. I played it on the spectrum just a few years ago. I think just clicking on that sword icon would work.
by Wall_Axe
Mon Oct 16, 2023 11:59 am
Forum: Programming
Topic: Laser squad a.i.
Replies: 36
Views: 2058

Re: Laser squad a.i.

that's really interesting, i would be interested in the a.i. of course. It seems to be just seeking out the humans and shooting at them using the basics , line of sight, pathfinding etc. at a guess. I think someone else mentioned they tend to take notice of where the player's units have entered the ...
by Wall_Axe
Sun Oct 15, 2023 4:56 pm
Forum: Programming
Topic: ugBASIC
Replies: 33
Views: 1146

Re: ugBASIC

Thanks I'll check it out
by Wall_Axe
Sun Oct 15, 2023 1:26 pm
Forum: Programming
Topic: Short fallout style text game (Merged from multiple topics)
Replies: 90
Views: 949

Re: Short fallout style text game (Merged from multiple topics)

ketmar wrote: Sat Oct 14, 2023 1:16 am i always suspected that "H" flag was named after hentai… now i am absolutely sure it was.
ah that explains a lot
by Wall_Axe
Fri Oct 13, 2023 11:21 pm
Forum: Programming
Topic: Short fallout style text game (Merged from multiple topics)
Replies: 90
Views: 949

Re: Short fallout style text game (Merged from multiple topics)

oh i see thanks, I was assuming that zero was in the middle, like at position 128 and -128 was in the zero position of a normal byte. So I thought that +128 was where 255 would normally be. I see how it is now lol one slight problem is CP because it would say 255 is bigger than zero all the time, ig...
by Wall_Axe
Fri Oct 13, 2023 10:47 pm
Forum: Programming
Topic: Short fallout style text game (Merged from multiple topics)
Replies: 90
Views: 949

Re: Short fallout style text game (Merged from multiple topics)

It seems like negative numbers are stored with the eighth but representing the plus or minus sign. Negative numbers have zeroes installed of ones? The only time it would affect me is: if I set a number to zero in the assembler code with defb. Then I 'sub' 15. Is the answer --15 or 240? What if I wan...
by Wall_Axe
Fri Oct 13, 2023 10:31 pm
Forum: Programming
Topic: Short fallout style text game (Merged from multiple topics)
Replies: 90
Views: 949

Re: Short fallout style text game (Merged from multiple topics)

Ah that makes sense. I'm trying to learn about signed vs unsigned. So inc and dec (not ant and dec) only seem to work in an unsigned way. That's straight forward. Whereas 'add'puts a bit in the carry if it goes over 255 . I still don't know how to handle such things. I had a skim through that book f...
by Wall_Axe
Fri Oct 13, 2023 7:30 pm
Forum: Programming
Topic: Short fallout style text game (Merged from multiple topics)
Replies: 90
Views: 949

Re: Short fallout style text game (Merged from multiple topics)

Ah that's very useful that call and ret can have conditionals.
Now I can think about the IF statements with normal logic :D
Chibi and non chibi are good ways to remember it esp. With that chibia akumas bloke.
by Wall_Axe
Fri Oct 13, 2023 5:00 pm
Forum: Programming
Topic: Short fallout style text game (Merged from multiple topics)
Replies: 90
Views: 949

Re: Short fallout style text game (Merged from multiple topics)

thanks, my game basically has the input style of a JRPG (but the comparison stops there) so im doing the 'react to keypresses' when the key is released. its just going to be menus like that for the whole game. It's probably the simplest game to program, just need to copy pointers to strings to other...
by Wall_Axe
Fri Oct 13, 2023 4:26 pm
Forum: Programming
Topic: Short fallout style text game (Merged from multiple topics)
Replies: 90
Views: 949

Re: Short fallout style text game (Merged from multiple topics)

using assembler allows for better control, in some languages getting one movement per keypress is difficult.
Boriel for example needs a lot of halt instructions to be added

Image
by Wall_Axe
Fri Oct 13, 2023 3:38 pm
Forum: Programming
Topic: Constants in Z80 Assembler
Replies: 25
Views: 352

Constants in Z80 Assembler

ok thanks both.

I just wondered how to define a constant in z80? I checked the manual for sjasm and the manual for urasm seems to assume familiarity with other assemblers.

Also how do you make a byte signed or unsigned?

Split by admin
by Wall_Axe
Fri Oct 13, 2023 12:09 pm
Forum: Brand new software!
Topic: XT-Engine: small, but powerful platform game engine in asm
Replies: 129
Views: 5534

Re: XT-Engine: small, but powerful platform game engine in asm

what platform is dsForth for?

why make it a one-pass compiler, its already very fast. Won't it introduce new bugs?
by Wall_Axe
Wed Oct 11, 2023 9:41 am
Forum: Graphics
Topic: Showcasing my graphics
Replies: 429
Views: 35413

Re: Showcasing my graphics

They were able to get digital images into the spectrum ie those arcade conversions like mr.heli looked like poor quality importing of graphics.
But still screens were not profitable :mrgreen:
by Wall_Axe
Wed Oct 11, 2023 12:44 am
Forum: Programming
Topic: Idea for x-platform language
Replies: 15
Views: 429

Re: Idea for x-platform language

utz wrote: Tue Oct 10, 2023 10:16 pm mumble muble Turbo Rascal muble mumble...
Yeah I took a look at that,its mostly c64 focussed.
by Wall_Axe
Tue Oct 10, 2023 1:04 pm
Forum: Programming
Topic: Short fallout style text game (Merged from multiple topics)
Replies: 90
Views: 949

Re: Idea for x-platform language

Okiedoke. Well I think you were working on reading the keyboard so have a look at this and read the comments in the code, should easily be adapted to your needs. thanks, this and the code to get the screen address from x and y are the only code that is not mine. Im not adverse to using other people...
by Wall_Axe
Tue Oct 10, 2023 2:22 am
Forum: Programming
Topic: Short fallout style text game (Merged from multiple topics)
Replies: 90
Views: 949

Re: Idea for x-platform language

I am writing them as I need them.