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Post by retrophase2016 on Sept 8, 2016 21:31:52 GMT
Hello, I've been finishing off a SEUD project I started earlier last year (2015). Firstly, I hope Allessandro G. doesn't mind it's about helicopters - when I saw his excellent Horace game back then, I changed my player sprite somewhat to avoid similarities. Right, now that's out of the way - at the moment I'm using my loading screen as the status panel decoration. My problem is, when the player runs out of lives, I exit back to BASIC and my panel decoration is wiped over. I understand that I could copy the loading screen into another part of memory and call it from there but being fluent in BASIC and somewhat challenged in Z80 Assembly I could do with a little help as to how to do this. The game as it currently stands is attached to this thread.
Stephen
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Post by Jonathan Cauldwell on Sept 20, 2016 20:31:00 GMT
There is no need to bother storing and restoring your status panel; the only reason part of it disappears is because of the 0 OK message at the end of the game.
I'd suggest you use lines 50 onwards to PRINT a game over message in the centre of the screen, perhaps do a few beeps and then wait for a keypress before restarting the game with GOTO 40. So long as your BASIC PRINT commands don't go outside the window the status panel will remain intact.
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Post by retrophase2016 on Sept 24, 2016 19:42:39 GMT
Brilliant, thanks J.C. - I'll try that out this week P.S/ Here is the latest version, without the suggested BASIC stuff.Attachments:AirApparentZX.zip (21.46 KB)
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Post by retrophase2016 on Sept 24, 2016 23:04:19 GMT
Hi Jonathan, Mr Cauldwell, whichever is appropriate - I got something working, there's no game over text but I got an intro tune made with Beepola in there. Here's the current version Attachments:AirApparentZX.zip (22.95 KB)
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Post by retrophase2016 on Sept 30, 2016 14:22:16 GMT
A new question - I have an idea that I could offer selectable player vehicles by POKEing Sprìte values into the SEUD game from my start screen. Would this be feasible and, if so - what memory addresses would I need to POKE into? I've also figured out I had a conflict between 'Level End' and 'Boss Defeated' where they were both trying end the level so, I can have extra levels - oops. New demo version (in progress) attached. Attachments:AirApparentZX.zip (23.86 KB)
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Post by Jonathan Cauldwell on Oct 28, 2016 20:15:12 GMT
I think it's highly likely that it could be done, but it's not something I'd recommend unless you know what you're doing.
To find the address and values to poke for particular sprites, I suggest you select the Options function from the menu and see which memory address(es) is (are) changed - and to what values - whenever you press Y to change the player sprite. If you're familiar with the techniques used to find infinite lives pokes etc by comparing snapshots you'll know how to do that. If not, it's probably a little on the ambitious side.
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Post by retrophase2016 on Mar 1, 2017 18:05:52 GMT
I think it's highly likely that it could be done, but it's not something I'd recommend unless you know what you're doing... If not, it's probably a little on the ambitious side. Not sure how I missed this answer - it probably is over-ambitious (for me). Still, if I'm bored someday I might try it.
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