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Development - Sprite collision detection or manually calculation sprite coordinates?

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Sprite collision detection or manually calculation sprite coordinates?

ARTRAG
msx master
Mensajes: 1802
Publicado: Septiembre 03 2005, 01:08   
YES!!
But if you need S#0 for further uses,
you need to do

vblank:
push af
bit 5,a
call z,collision
...
...
...
pop af
ret


NOTE
you do not need to do EI when you end the vblank interrupt!!
If you do not do DI you do not need EI

norakomi
msx professional
Mensajes: 861
Publicado: Septiembre 03 2005, 07:37   
let me guess, the bios enables the interrupt automaticaly???
ARTRAG
msx master
Mensajes: 1802
Publicado: Septiembre 03 2005, 11:33   
NO!!

Once you have the Z80 interrupt enabled,
they stay enabled till you disable them!!

Actually, many bios calls (e.g. those for VDP access)
leave the interrupt enabled as they contain segmets
of code like this

DI
OUT (...),...
....
OUT (...),...
EI

But if you do not call the bios, once you enable the ints,
they stay enabled till you do not disable them!!!

The bios int routine is called only if the ints are enabeled
(default condition when you run your code) but DO NOT affect
the Z80 settings about interrupts, so you do not need to enable
them each time.





norakomi
msx professional
Mensajes: 861
Publicado: Septiembre 04 2005, 16:28   
YES IT WORKED !!!!
PERFECTLY !!!!
SPRITES COLLISION WORKS NOW, LIKE IT SHOULD!!!

ARTRAG YOU RULE !!!



NO SERIOUSLY MAN, YOU !!! YOU RULE !!!
[D-Tail]

msx guru
Mensajes: 3026
Publicado: Septiembre 04 2005, 17:57   
Great, norakomi

When do you have the release of Space Manbow 2 alpha 1 planned?

I'm seriously looking forward to playing it!
norakomi
msx professional
Mensajes: 861
Publicado: Septiembre 04 2005, 19:20   
still working on the first level,

well, there is background (ripped) from spacemanbow1.
Our own background is being constructed.....
the same goes for the sprites,
and... well , actualy A LOT still needs to be done....
There is however allready a playable version....

everything works pretty fine, fast (1 pix scroll per frame in 60 hertz),
and smooth.............

I'm gonna use BLAFFER-NT, with which I allready made the first level song.....

Anyway, there will be a one table stand for our team at the BUSSUM, oct.1, MSX FAIR.
There we will be showing our work so far.............

To give a more conrete answer......

I see a full version (8 levels) planned in more or less 1 year.....
(this depends on the amount of people who are willing to join us on our journey)
norakomi
msx professional
Mensajes: 861
Publicado: Septiembre 06 2005, 21:26   
JHAHAHAHAHA

BLUEMSX DROVE ME CRAZY !!!!

The sprite collision detection (s#0, bit 5) works perfectly on my msx !!!!!!!!!!!!!!!!!

BUT IT DOENST WORK ON BLUE MSX (OR ANY OTHER EMULATOR) !!!!

hahaha,
is this a build in cheat ????
Now you can fly through all the enemies, haha !!!



Is there any thing I can do about this (PC-)problem ?
[D-Tail]

msx guru
Mensajes: 3026
Publicado: Septiembre 06 2005, 23:06   
Did you already try openMSX or NLMSX? Did it happen there as well? Keep us informed

[edit]Sh*t. Just read your 'any other emulator'. Useless post, sorry

ontopic again: Then you figured only the real deal's good enough . I assume you do have 'pixel accuracy' enabled in your emulators? If not, that could be a problem. At least try to enable line accuracy.[/edit]
norakomi
msx professional
Mensajes: 861
Publicado: Septiembre 07 2005, 11:13   
line accuracy !! got it ..... (lemme give that a try)

I tried NLMSX with MSX2 setting, and the game doesnt run at all (haha),
NLMSX with Turbo-R does....


norakomi
msx professional
Mensajes: 861
Publicado: Septiembre 08 2005, 11:34   
Quote:

. I assume you do have 'pixel accuracy' enabled in your emulators? If not, that could be a problem. At least try to enable line accuracy.[/edit]

How do I set pixel/line accuracy in BLUEMSX????
ARTRAG
msx master
Mensajes: 1802
Publicado: Septiembre 08 2005, 11:44   
Does your program works on openMSX in 'pixel accuracy' ?

Have you tried also 'line accuracy' (always in openMSX) ?
norakomi
msx professional
Mensajes: 861
Publicado: Septiembre 09 2005, 10:31   
ok, the sprite collision works perfect on a real msx.
it works good on NLMSX, but sometimes you just die when there is no enemy at all.
and the sprite collision works barely on BLUEMSX.... (only between certain lines)

I never realy got used to working with OPENMSX, just downloaded it, and it
didnt work, something like no Bios, or no (certain type of) ROM, or something....

I didnt feel like spending much time with it.........
AuroraMSX

msx master
Mensajes: 1277
Publicado: Septiembre 09 2005, 10:45   
Quote:

I never realy got used to working with OPENMSX, just downloaded it, and it
didnt work, something like no Bios, or no (certain type of) ROM, or something....



RTFM. You need ROM images of a real MSX in order for openMSX to be of any use. openMSX gets shipped with C-BIOS which is OK for running game ROMs but pretty useless if you want to do any developing. Rom images can be found on e.g that finnish FTP-site of which the name shall not be mentioned here
Tanni
msx addict
Mensajes: 304
Publicado: Septiembre 09 2005, 11:06   
You know who makes us having fear?
norakomi
msx professional
Mensajes: 861
Publicado: Septiembre 10 2005, 00:25   

 
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