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New Game - Jumping Jack — Parallax Forums

New Game - Jumping Jack

ColeyColey Posts: 1,110
edited 2008-12-28 21:27 in Propeller 1
Here is my partial conversion of the classic ZX Spectrum Game Jumping Jack.

JumpingJack.jpg

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..... tongue.gif

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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Post Edited (Coley) : 6/10/2008 11:45:20 PM GMT

Comments

  • BaggersBaggers Posts: 3,019
    edited 2008-06-07 10:59
    Nice 1 Coley, looks great so far [noparse];)[/noparse]

    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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  • ClemensClemens Posts: 236
    edited 2008-06-07 12:43
    Thank you Coley for making it cross-platform. can't wait for the finished version.
  • ColeyColey Posts: 1,110
    edited 2008-06-10 23:41
    Latest code...

    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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  • BaggersBaggers Posts: 3,019
    edited 2008-06-11 08:13
    lookin good plays well Coley, job well done [noparse]:)[/noparse]

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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-06-15 20:34
    Nice game!

    OBC

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  • BamseBamse Posts: 561
    edited 2008-06-17 03:31
    Cool, I love retro games...

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    /Bamse
  • ColeyColey Posts: 1,110
    edited 2008-12-27 23:28
    OK, I decided it was about time to resurrect this conversion.

    Since I hit several issues with speed I needed to delve into assembler to speed things up.


    lines_                  mov     t8,#2                  ' number of double lines
                            mov     t10,#16                ' number of longs per double line
                            mov     t11,#0                 ' initial row offset
                            
                            
    :row_draw               mov     t9,myscrbase           ' start at beginning of screen address
                            add     t9,t11                 ' add row offset
                            
    :lines_draw             wrlong  hFFFFFFFF,t9           ' draw a line of 32 pixels (1 long, $FFFFFFFF) at current screen pointer address t9
                            add     t9,#4                  ' add 4 bytes (1 long) to screen pointer
                            djnz    t10,#:lines_draw       ' decrease number of longs in the line and jump to :lines_draw if not zero
                            
                            add     t11,rowoffset          ' add the row offset to t11 (768)
                            djnz    t8,#:row_draw          ' decrease number of lines and jump to :row_draw if not zero
    
    lines_ret               ret                            ' return
    
    



    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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  • BaggersBaggers Posts: 3,019
    edited 2008-12-28 09:52
    Coley, you need to move the
    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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  • ColeyColey Posts: 1,110
    edited 2008-12-28 19:26
    Thanks matey, I knew you would come to my rescue lol

    Pity you weren't around last night and thought it better to take wifey out for her birthday treat!! nono.gif

    Regards,

    Coley

    PS Sorry wifey I didn't mean it....... tongue.gif

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  • potatoheadpotatohead Posts: 10,261
    edited 2008-12-28 19:59
    Thumbs up Coley!

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  • soshimososhimo Posts: 215
    edited 2008-12-28 20:22
    I played that game back in the day on my XT. I spent many a late night running that little stick man around Good job and thanks for the memories!
  • ColeyColey Posts: 1,110
    edited 2008-12-28 21:27
    Thanks guys, I really must get it finished before the year is out.

    I'm just working on speeding things up now, baddie animations are done so it's just collision detection and sounds......

    smile.gif

    Coley

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