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Post by Minilop on Aug 2, 2022 19:15:18 GMT
Version 1 of MPAGD SHMUPKIT is now available, quickly build MPAGD vertical shoot 'em ups with these pre-built, ready to go, extensible MPAGD scripts. Includes a 12 attack wave game you can use as a starting point...but you could literally have hundreds of unique waves due to the power of MPAGD DATA & READ commands, minilop.itch.io/shmupkitFree to use in any of your games (just include a link back to the shmupkit itch page if you publish any), donate if you like - all money goes toward running my website which has stacks of other MPAGD tutorials and videos. This is a lightweight MPAGD project, here's the dev blog on how it came to fruition: www.minilopretro.com/.../catego.../mpagd-shmup-guideHope you find it fun, let me know how you get on with it, I'm writing a user guide for it here: www.minilopretro.com/blog/categories/shmupkit-guide
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Post by flopping on Aug 2, 2022 23:21:00 GMT
Great project and great tutorial, (as you always do), thank you very much for sharing
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Post by Packobilly on Aug 4, 2022 5:25:12 GMT
Thank you MiniLop! Work is coming! Cheers!!
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Post by cyrille on Mar 12, 2024 18:31:55 GMT
Hello to all and @minilop ,
A question about ShmupKit for AGD , I am on final lap . But I discovered that the maximal number of sprites is 8 ..... Above 8 , AGD make lots of mistakes at compilation and failed for compil .
On the .asm list , looks that a lot of assignements are missing .
Is it possible to manage more than 8 sprites on the AGD dashboard ?
Thanks again everyone for the support ! Cheers
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Post by ramon on Mar 13, 2024 10:43:53 GMT
It is solved in MPAGD Reloaded. But if you are using MPAGD Original then try this:
1-Change The final code of sprtab in the ZXEngine.asm to this:
sprtab equ $
defs SPRBUF,255
ssprit defb 255,255,255,255,255,255,255,0,192,120,0,0,0,255,255,255,255
roomtb defb 34 ; room number.
2-Change the number of sprites (12,13,9,19) here:
NUMSPR equ 12 ; number of sprites.
3-Change the section code xspr to this:
; Clear sprite table.
xspr ld b,NUMSPR ; sprite slots in table. ld ix,sprtab ; sprite table. ld de,TABSIZ ; distance to next odd/even entry. xspr0 ld (ix+0),255 ; delete sprite. ld (ix+1),255 ld (ix+2),255 ld (ix+3),255 ld (ix+4),255 ld (ix+5),255 ld (ix+6),255 ld (ix+7),255 ld (ix+8),255 ld (ix+9),255 ld (ix+10),255 ld (ix+11),255 ld (ix+12),255 ld (ix+13),255 ld (ix+14),255 ld (ix+15),255 ld (ix+16),255 add ix,de ; next sprite. djnz xspr0 ; one less space in the table. ret
; xspr ; ld hl,sprtab ; sprite table. ; ld bc,SPRBUF ; length of table. ; xspr0 ld (hl),255 ; clear one byte. ; inc hl ; move to next byte. ; djnz xspr0 ; repeat for rest of table. ; ret
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Post by cyrille on Mar 21, 2024 23:49:39 GMT
It is solved in MPAGD Reloaded. But if you are using MPAGD Original then try this: 1-Change The final code of sprtab in the ZXEngine.asm to this: sprtab equ $
defs SPRBUF,255
ssprit defb 255,255,255,255,255,255,255,0,192,120,0,0,0,255,255,255,255
roomtb defb 34 ; room number.
2-Change the number of sprites (12,13,9,19) here: NUMSPR equ 12 ; number of sprites.
3-Change the section code xspr to this: ; Clear sprite table.
xspr ld b,NUMSPR ; sprite slots in table. ld ix,sprtab ; sprite table. ld de,TABSIZ ; distance to next odd/even entry. xspr0 ld (ix+0),255 ; delete sprite. ld (ix+1),255 ld (ix+2),255 ld (ix+3),255 ld (ix+4),255 ld (ix+5),255 ld (ix+6),255 ld (ix+7),255 ld (ix+8),255 ld (ix+9),255 ld (ix+10),255 ld (ix+11),255 ld (ix+12),255 ld (ix+13),255 ld (ix+14),255 ld (ix+15),255 ld (ix+16),255 add ix,de ; next sprite. djnz xspr0 ; one less space in the table. ret
; xspr ; ld hl,sprtab ; sprite table. ; ld bc,SPRBUF ; length of table. ; xspr0 ld (hl),255 ; clear one byte. ; inc hl ; move to next byte. ; djnz xspr0 ; repeat for rest of table. ; ret
Hello ramon, Thanks for your reply ! I will try to put these modify on the ZX engine . I have the AGD 0.7.10 actually for the AGD CPC stuff .about "sprites (12,13,9,19) " I don't know about what it means , but i suppose that "NUMSPR equ 12 " is important to modify on this line point ( but it what already like this on my asm one )About others points , no , it's different , so could be the fix of the issue . Yeah confirmed above 8 it crash , "impossible to create the bin" and the project is also glitched completely if you make the mistake to not make a backup before.Let you know ASAP if it fix or not but I have to keep a back asm of the actual ZX engine to not blow everything ^^Thanks again , keep informed
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Post by ramon on Mar 22, 2024 12:11:20 GMT
What I'm trying to get is a table of sprites for NUMSPR equ 12. but if you want more sprites on your screen you must change that number: for example NUMSPR equ 19. Change the rest of the code to make this work. If you do it carefully you can control 12 sprites again by simply changing that number again. This is, of course, for the ZX Spectrum. if you are using the original MPAGD. I would have to check the CPC Engine.asm to verify this too.
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