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- ;bungy jumping.......
-
- ;********** yobtris **********
- ;screen layout
-
- - = platform
- P = player
- + = tetris piece
- = = tetris wall
-
- ;player picks up a piece (fire) and falls off the ledge
- ;and runs along the approp pform and dumps it over the edge to mak the line
- ;try and find some tetrisy backdrops and some tetrisy music (jolly n irritatin)
-
- ---- ++ ---- ;pieces fall between these walls
- ---- + ---- ;
- ---- + ---- ;
- ---- ---- ;
- ---- ---- ;bottom platforms out of reach by players
-
- ++ +++
- P ++ + P ;players stay here
- --------------------------
- -------- ----------
- -------- ----------
- -------- ----------
- -------- ----------
- -------- ----------
- ======== ========== ;tetris WALL
- ======== ========== ;tetris WALL
- ======== ========== ;tetris WALL
- ======== ========== ;tetris WALL
- ======== ========== ;tetris WALL
- ======== ========== ;tetris WALL
- ============================
- ;V 122
- ;LAZER more of
- ;writing the kill all that the lazer touches!!!!!!!!!
- ;the best place (i thought) to put the rtn was in the go_collision rtn
- ;but when that happens, the bobs have already been placed.
- ;It may be better to put it the GRAB rtns
- ;(besides theres more change of an addr reg free)
- ;written all the other routines that work out the zone for the lazers!
- ;just got to do the bits for the bobs
- ;starting with the baddies (Theres on there to start with)
- ;^^^ written but does no work!!!!!!! Hmmm have to think about that for a bit.
- ;gives me summink to do while lisa drives me to town (Car MOT)
- ;FIXED. make sure its a lazer that your doing the lazerzone on
- ;baddy one works ok, lets try killing the players!
- ;Players die HAHAHAHAHAHAHAHAAHAHAHAHAAHAHAHAHHA
- ;little bug with the bullets.
- ;i think it gets confused and the lazer decides it hit itself and kills itself off
- ;FIXED it all...
- ;NOW just got to write the DESTROY PLATFORMS bit for the lazer
-
-
- ;fixed the lazers, so thazt they only blit 1 word wide
- ;this clears up the lazer residue on the lazers shooting to the right!
- ;it also make the rtn a little faster (less blitting)
-
- ;fixed the baddy rtn so rhat when he dies, he stops grabbing/restoring
-
- ;Forgot about dbl buffering... it work better now though
- ;Gonna fix double buffering...... FUCK.. fuck.. fuckity,fuck.. fuckfuckfuck
- ;screen switch when you con to PRINT players etc!!!!!!!!!!
-
- ;started to write the Lazer beam rtn (cannon are baddies)
- ;it now prints up the lazer
- ;now all we have to do is zone it....
- ;kill all baddies/players who touch it!
- ;destory platforms in it
- ;and restore behind it when the lazer dies.
-
- ;LAZER
- ;Destroy the platforms n players n baddies n bullets !!!!!!!!!!!
-
- ;the reason there is lazer residue on the right hand lazer, is
- ;because of the cannon grabbing and restoring all the time
- ;solution 1. (easy)
- ;in grab/restore/print baddy rtns
- ;if weapon = lazer then only blit 1 word wide!
-
- ;solution 2. (hard) (also wont work) (work for lazer though)
- ;if baddy = in lazer zone then grab from other temp (not screen)
- ;if cannon = in lazer zone then grab from other temp (not screen)
-
- ;take out the yobtitle rtn. do a complete rewrite of the little shit
-
- ;How about changing the colours of the platform to do level?
-
-
-
-
- ;V 121h
-
- ;LAZER
- ;Destroy the platforms!!!!!!!!!!!
-
- ;There are bugs and they go as so,
- ;the actual copy to temp buffer will not work with more than 2 lazers (DONE)
-
- ;the restore restore wrong for right (left not written) (DONE)
- ;when its initially grabbed. make it grab from the start of the line (DONE)
- ;and not from the position of the cannon
- ;this should fix the right lazer! (YES)
-
- ;** Make the lazer do NO collision with the player (bouncing lazers?) ** (DONE)
- ;ok, when you create the lazer cannon, it saves the LBnk (restore bank no.)
- ;so you know where to restore from. (DONE)
- ;to get the starting point, grab the cannons Xmap and add 1,
- ;count (bull_Lcnt) up to scrwid for going right
- ;count (bull_lcnt) down to 0 for going left!
-
- ;when you initially draw the backdrop on the screen, (DONE)
- ;nab a strip 320*16*5 where the lazer shoot
- ;you will need to allocate scrwid*(16*4)*5 for this..... (DONE alloc lazertempBase)
- ;for lazers shooting right restore from the lefthand side to right
- ;for lazers shooting left restore from the righthand side to left
- ;
-
- ;* at the mo, the lazer dies like any normal bullet *
- ;instead of falling to gravity, it just sits there like a lemon (DONE)
- ;taking up 1 bullet bob (if both cannons shoot 2 bullets, you get no baddy
- ;bullets). To fix this, whil lazer is going make the bull_randg=random+1
- ;when the lazer is actually dead the bull_life count = 0.
- ;this is when you can start restoring the screen again!
-
- ;there is a bug somewhere..
- ;if a baddy is stationary (cannon,question marks) then it uses a default R gfk
- ;please huunt and fix (DOOOOIIIIIIIY. Put bad_an_off in create baddy!) (DONE)
-
- ;V 120baab
- ;curious bug, i you kill player2 off, player1 gets shitty autofire
- ;probably to do with both guys being run from the same port...<-NO
- ;its all to do the the liveplayers struct which i should have
- ;completely removed when i created it in the player structure....DONE
-
- ;V 111ffb
- ;doing collsion of the baddys n bullets (player)
- ;removed the pixel perfect collision for the players bullets
- ;it didnt seem very accurate. sometime the bullets went straight through!
-
- ;Changing levels works ok...
- ;have to write a rtn that kills off all bullets/baddies/players etc though ?
-
- ;Now writing the title screen...
- ;Put in the MAIN bit,
- ;copy chip gfx (i.e. player,bullet etc) into fast (if present)
- ;and use that memory.
- ;use normal screens
-
- ;Editing a rtn called back to front..... DONE
- ;make it use the processor to copy the background picture ont the screens.
- ;this is so that the background piccy can be loaded into fast (if present)
-
- ;Summink to do when youre bored.. DONE
- ;write a rtn that loads the backdrop piccy into fast (if avail)
- ;and then copy it onto the screen to use (saving 40k)
- ;you could also do this for some of the other rtns (can't think of any yet)
-
- ;there is another bug with the player shooting routine.... DONE
- ;if you move into the border and shoot, you lose your bullet.....
- ;Solution
- ;edit the kill bullet on edge of screen routine. to dec the bullcnt
-
- ;V108 Mem requirements
- ;316480 chip
- ;123904 fast
- ;440384 total
-
- ;V104 Mem requirements....
- ;336928 bytes chip (+ 16k code)
- ;66704 bytes fast
- ;403632 total
-
- ;V103 Mem requirements...
- ;400928 bytes chip (16k code)
- ;6000 bytes fast
- ;406928 total
-
-
- ;V 103
- ;wrote the players fire routines.
- ;Well made a little patch to use the baddy bullet routines..
- ;and a bug which took a whole half a day to fix....
- ;FIXED IT ABOUT FUCKING TIME.....
- ;IT WAS D7 IN THE PLAYER FIREING RTn
- ;the fire proggy changed d7 so when i returned. it went looking for players
- ;2 - 65535 and player with all the pointers along the way......
- ;There is a bug with the bullets or collsion....
-
- ;Hmmmmm ......
- ;let the baddy shoot LEFT
- ;the press fire....
- ;the baddies bullet disappears...( To Where??? )
-
-
- ;the baddy bullets work fine without player bullets
- ;the player bullets work find without the baddy bullets!
- ;its nothing to do with going over the vblank (although it makes a mess)
-
- ;it seems to be in the move bullet rtn..
-
-
-
- ;V100
- ; play aronud version but will save if it works out....
- ;the only problem with the new gfx for the baddies.
- ;is that they still use the origonal baddy collision gfk (FIXED)
-
- ;create a TAGLIST for the baddies...
- ;i.e. when you make a baddy clear out the memory for him
- ;and put the default values in for him...
- ;then look through the file for his specific attr.
- ;i.e. only l/r or seeking etc....
- ;in file: -> yoblev1.inc <- at bottom of screen.. sort out later
- ;dc.b "LEVEL01",0
- ;incbin yob:lev/kk-lev03.lvl
- ;dc.b "BADDY01",0
- ;dc.b bad_gun,WeapSmart
- ;dc.b bad_hp,99
- ;dc.b 0
- ;dc.b "BADDY02",0
- ;this does limit the baddy structure a bit...
- ;you can now only have 255 bytes per baddy (using 79 at the mo)
- ;And if i need to use any words in the structure i will have to change
- ;this routine a bit (at the mo all changes attr are bytes)
-
- ;also may be a good idea instead of loading in individual levels
- ;load in say a batch of 5 or 10 (complete with baddy file [see above])
- ;and then load the EOL baddy in after that!
-
-
- V89a
- ;another bug in the collision rtn. whenever the plauer got hit by a
- ;baddy or a bullet, the rtn said make player HURT.
- ;But in the check rtn it sez if player hurt go onto next player...
- ;this way we were getting hurt player images left on the collision screen!
- ;NOT Good...
-
- ;i also discovered an old bug that only just turned up!!!
- ;for some reason with some of the seek bullets, when they are in their
- ;straight line (initial) phase somehow the UP bit gets set in its go var.
- ;so, when i said hey go down... it did nothing....
- ;fixed by setting down and clearing up....
-
- V89
- ;there was a little bug when i remade the collision routines...
- ;the collision worked perfectly but when the player died the bullets
- ;carried on homing in on him.....
- ;this was because the origonal verssion pre-inc the player counter
- ;and the new one doesnt... So when it killed him off, it was actually killing
- ;off the first player!!!!
- ;i.e. if player 2 got killed, the computer would kill off player 1!
-
- V88d
- ;rewrote the baddy and bullet collision routines and
- ;combined them together. also fixed a little gfk bug
- ;in the bullet... i never saw it occure but the bullet structure should
- ;have been A5 and it was A2.
-
- V87ab
- ;Fixed a little bug with the players animation....
- ;when he walked l/r his gfx would fuckup. I tried blaming the gfx
- ;(as i usually do) but i went through every frame and they were fine.
- ;it was in the actual animation routine. when framecnt got to its
- ;max (7) i set it to -1 and then expected the next routine (frame update to
- ;and a 1 to it.. But it didnt always do it. so I now set it to 0 and reset the
- ;frame updata counter too...
-
- V87a
- ;ever since i made it load in all the files from disk
- ;i seemed to lose about a few hundred bytes. I never worried about
- ;it as ive go loadsa bytes but just no i had a brainwave
- ;(dunno why i didnt think of it before)
- ;when i load a file i LOCK it to get the size.
- ;this creates a structure!! did i free up that structure (guess kiddies)
- ;to free it up, just UNLOCK it...... groovy!!!!!
-
- V87
- ;wrote the player to bullet routines... Could be improved by
- ;mingling it with the player to baddy routines... ahh well maybe later
- ;also wrote nifty little bit of code for when the bullet actually
- ;hits the player. It bounces off of him... its fun. try bunging it
- ;on 1 player with loadsa bullets and 1 baddy!
-
- V86
- ;write the player hitpoints routine....
- ;makes player white (with a little edit to color map) when hit by baddy
- ;and kills him off when hes out of hit points!!!!!
- ;as yet have not written a routine to exit program when all players
- ;are dead
-
- V84pe
- ;wrote the player jump. it was a bit bodged...
- ;i nabbed the baddies jump and frigged it a bit to get it too work
- ;for the player too. works perfectly!!!!!
- ;I seem to have created 2 labels in the player structure that
- ;do the same thing. im gonna have a look at that later on.
- ;ive got labels called doing and going which both seem to be
- ;used for the same thing, but are used seperately!!!!
-
- V84p
- ;re wrote the gfx prggies so that they all look through T:intset for the
- ;graphics to use. all the players/bullets etc are loaded frm disk
- ;and then converted from iff into the format that i want
- ;this has taken the source down to about 25k groovy!!!
- ;***REMEMBER***
- ;This version need yob.inc.gs to work!!!!!!!!!!!!!!
- ;byebye all include s!!!!!!!
-
- ;There is a minor bug, (FIXED)
- ;if the player is facing right he is indestructable (maybe gfx)
-
- ;the problem with the player jumping is as follows.
- ;he jumps fine perfectly brill fantastic, but..
- ;when hes at the top of his jump (about 3 pix onto the platform above)
- ;he sez hey im on top a platform bung me on it. and he mysteriously
- ;jumps 13 pixies just like that... gotta fix.
- ;best way is not to start checking for the platforms until he has
- ;has fallen to or across a word boundary
-
- ;it would seem that either ifflib is fucked or im accessing it wrongly
- ;and it crashes every second run
- ;What the problem was, sometimes it would try and load the ifflib and fail
- ;there was no trap to say hey i cant find it and it tried a function
- ;anyway
- ;O sodit, lets use commodores iffparse libray instead!!!!!!!!!!
-
- ;*** THIS IS NOW VERY SYSTEM FRIENDLY
- ;It will not mind any sort of disk access what so ever!
- ;It does not use forbids or disables so disks should just carry on
- ;(well when i disown blitter anyway) ***
-
- ;for the walk_on routine. It would be a good idea to
- ;make this a between 2-12 routine instead of 123456789101112
-
- ;BUG
- ;got 2 routines to write.
- ;EDGE : make bullet bounce off edge of screen
- ;GRAV : make bullet fall when out of energy
- ;also AGRAV : always fall to gravity
-
-
- ;V80
- ;written the player to baddy blitter collision.
- ;I think it works properly now after a little typo
- ;I was checking the bullet status instead of the baddy status (DuuuuUUH)
-
-
- ;V79fc
- ;There was a little bug from the very beginning..
- ;when the player dropped onto a platform. on occasion he
- ;would shift down 8 pixels when he should still be falling
- ;Fixed it by making the progs think hes only 16 high and
- ;letting mr blitter do the extra 8 pixels. After millions
- ;of out of memory errors I finally got it to work! (I think!)
-
- ;made normal bullets too. but when they have been fired (DONE)
- ;summink stops the bullets being fired again!
- ;either bullet flags still thinks its alive
- ;or baddy still thinks hes shooting, so doesnt do another one!
-
- ;If youve got more baddies on the level than the prg can handle... it crashes! (DONE)
- ;If youve got more players on the level than the prg can handle... it crashes! (DONE)
-
- ;written the slow bullet down when bullets run out of life but DONE
- ;ive fucked up a bit. routine at start of moving_bulls but
- ;needs to be split up a bit to put half where it is and the
- ;2nd bit in the right rtn to skip the add to speedx bit
-
- ;GONNA try and write a smart missle routine for the baddies now.
- ;player is in a lot of shit now.
-
- ;BUG
- ;written the fall pform collision.
- ;all works fine except when you go off the bottom and appear at the top (DONE)
- ;again. it all seems to get out of sync
- ;after further investigation, it looks okay as long as you stay on the screen
- ;in the x. as soon as you wrap it seems to go doolaly (like my dancing)
-
- ;^It was all to do with loadsa move.w instead of move.b for mapx
-
- ;This is not a bug.. but its summink id like changed.. (DONE)(v66a)
- ;when the baddy is a platformer (no FALL), would it be
- ;possible to make him stop on the edge of the gfk as opposed
- ;to 16 pixies off the edge. (needed for fall baddies)
- ;i.e this one not this one (+ = baddy/- = block)
- ; + +
- ; ---- ----
-
- ;Version 66 has had the start l/r random element removed!
- ;added is the rand jump conuter of +57 per baddy
- ;see create_baddy for changes (load yob65 bit if ya want it)
-
- ;This is another bug.. (FIXED)(V66)
- ;if a baddy has NOT got fall ability (i.e. hes a platformer)
- ;and jumps. when his jump is completed (up n down)
- ;the l/r routine jumps in saying hey im in the air turn me around
-
- ;This is a proper bug.. (FIXED)(Pre v66)
- ;if the players_max is bigger than the no. of players on level you get ghost
- ;players at the very top!. I think they corrupt memory....
-
- ;Make a new label called num_players and use that instead
-
- ;*** (Do I still need to do this?)
- ;write a check to look above if going up and
- ;below when looking down
- ;***
-
- ;when they are jumping left through an inpenetrable block they (FIXED)
- ;are pushed to the left. it should be the right (i dunno if right does it)
- ;what it does (I think)
- ;when you run out of puff I say set down to make hime fall to gravity (if set)
- ;but what down says. if im outa puff then kill me off.. Voila!!
-