New Game - Jumping Jack
Coley
Posts: 1,110
Here is my partial conversion of the classic ZX Spectrum Game Jumping Jack.
I've used Baggers' sprite engine from JetPac which is excellent, thanks mate!!!
Updated graphics to include original sprites
Jack can now ascend (and descend) the platforms.
Controls are Left, Right and up for Jump on Joypad
Left Cursor, Right Cursor and Space for Jump on Keyboard.
The number of holes will increase if you get to the top.....
To Do...
Baddies, Sound, Score, Menu Screens and more....
www.propgfx.co.uk/Coley/JumpingJack/JJ_V_0_7.zip
This is set up for my Hybrid board, I have tested it on my demo board so with a bit of adaptation it will work with Hydra.
Just comment out the defines in the first CON block for your board.
Edit: See further down the posts for later versions...
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PropGFX Forums - The home of the Hybrid Development System and PropGFX Lite
Post Edited (Coley) : 6/10/2008 11:45:20 PM GMT
I've used Baggers' sprite engine from JetPac which is excellent, thanks mate!!!
Updated graphics to include original sprites
Jack can now ascend (and descend) the platforms.
Controls are Left, Right and up for Jump on Joypad
Left Cursor, Right Cursor and Space for Jump on Keyboard.
The number of holes will increase if you get to the top.....
To Do...
Baddies, Sound, Score, Menu Screens and more....
www.propgfx.co.uk/Coley/JumpingJack/JJ_V_0_7.zip
This is set up for my Hybrid board, I have tested it on my demo board so with a bit of adaptation it will work with Hydra.
Just comment out the defines in the first CON block for your board.
Edit: See further down the posts for later versions...
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PropGFX Forums - The home of the Hybrid Development System and PropGFX Lite
Post Edited (Coley) : 6/10/2008 11:45:20 PM GMT
Comments
No worries about using any of my engines [noparse];)[/noparse] glad they're of more use than just Jetpac etc. [noparse];)[/noparse]
Look forward to next update
Baggers
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www.propgfx.co.uk/Coley/JumpingJack/JJ_V_0_9.zip
Finished all of Jack's animations, jumping falling hitting head etc..
It's playable just need to add score and baddies.
Coley
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OBC
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Living on the planet Earth might be expensive but it includes a free trip around the sun every year...
Experience level:
[noparse][[/noparse] ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
[noparse][[/noparse] ] OK, I got my resistors hooked up with the LEDs.
[noparse][[/noparse]X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
[noparse][[/noparse] ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
[noparse][[/noparse] ] I dream in SX28 assembler...
/Bamse
Since I hit several issues with speed I needed to delve into assembler to speed things up.
This is part of a routine that draws double horizontal lines on the screen, I figure it something to do with the nested loop but as this is my first attempt with assembler I'm totally stuck.
If I change the number of lines in t8 to 1 the routine works and a double line is drawn.
I know this can be easily done in SPIN but I'm using this as part of the learning process so please bear with me.
Any help would be much appreciated.
Regards,
Coley
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PropGFX - The home of the Hybrid Development System and PropGFX Lite
MOV T10,#16
to after :row_draw and before :lines_draw as you need to reset t10, as after the first djnz t10,#:lines_draw will leave it at zero. and so will draw LOTS and fill memory the next time.
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Pity you weren't around last night and thought it better to take wifey out for her birthday treat!!
Regards,
Coley
PS Sorry wifey I didn't mean it.......
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I'm just working on speeding things up now, baddie animations are done so it's just collision detection and sounds......
Coley
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PropGFX - The home of the Hybrid Development System and PropGFX Lite