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  1. SampleCodeLibrary (4,553 bytes)
    94: ...sked sprite plotter showing how to erase/plot and move sprites about. Written in [[SWIFT|Swift]] in P65 ...
  2. How to do the smooth vertical scrolling (16,382 bytes)
    8: ... the "total vertical adjust" register to actually move the screen by scanline amounts. I'll cover them ...
    72: [[Image:Rupture1.png|frame|right|Output from this [[Media:Rupture1.zip...
    97: ...anlines to the top border, which will essentially move the 'proper' screen down by scanline amounts.
    141: [[Image:smoothscroll.png|frame|right|Output from this [[Media:smoothscroll...
  3. XTHOPAC STUARC (3,360 bytes)
    18: ...ting routines, dozens of normal sized sprites can move on screen, and several huge (for example 4 80*80 ...
  4. BeebAsm (37,462 bytes)
    97: [[Image:Beebasm.png|frame|right]]
    133: * SKIPTO <addr> to move the address pointer to the specified address, gen...
    361: Moves the address pointer on by the specified number o...
    366: Moves the address pointer to the specified address. A...
    371: ...nter to the next boundary, e.g. use ALIGN &100 to move to the next page (useful perhaps for positioning ...
  5. Rich Tech 2 (1,222 bytes)
    18: ...f the player jumps sideways, then the screen will move in an arc around him.
    29: [[Image:RichTech2.png|left|320px|'''Rich Tech 2<br>(early developmental...
  6. The Fisherman's Quest (7,924 bytes)
    86: ...ave all rooms present, like other characters that move around. So Ive mapped out the first chapter and ...
    90: ...fficult parts of the game engine. Characters now move freely around the game, these can be interacted w...
  7. The Search For The Lost Football (7,684 bytes)
    37: [[Image:Football_screenshot1.png]]
    41: [[Image:Football_screenshot2.png]]
    55: ...ns are in place and the player has the ability to move between them.
    70: ...jects. Started adding conditional restrictions on movement, e.g. not being able to go through a door unl...
    94: ...moved. Improved the storage of location data to remove unnecessary data.
  8. Basic Sprite plotter (10,507 bytes)
    123: lda SpriteGraphicStructure ; move to start of actual graphics data
    124: adc #2 ; to move past width and height
    143: ;yes we moved to another character row, so we really want this...
    157: ; move to next column
    197: and #248 ; FIRST REMOVE THE 0 TO 7 VALUE that we don't need to resolve, a...
  9. BASIC tokeniser/detokeniser in C (17,280 bytes)
    98: {"MOVE", 0x02}, {"NEXT", 0x02}, {"ON", 0x02}, {"VDU",...
  10. Rocket Attack (3,171 bytes)
    41: 2. Player spaceship can be move anywhere within the screen boundary’s
    42: 3. Scrolling star field which detects and moves behind any objects or scenery
  11. ReverseEngineered Repton Infinity (9,785 bytes)
    205: Is removed - reproduce these from the header
    221: Not removed in Optimisation(!) even if preceded by a JSR; so...
    287: '''MOVE(x)'''
    471: |MOVE(
  12. White Light (10,469 bytes)
    30: |[[Image:WhiteLightTitleScreen.png|320px|'''White Light title screen '''<br>''Posted...
    31: |[[Image:WhiteLightScreenshot1.png|256px|'''The first enemy '''<br>''Posted: Apr 25,...
    33: |[[Image:WhiteLightScreenshot2.png|256px|'''Maximum upgraded firepower '''<br>''Post...
    34: |[[Image:WhiteLightScreenshot3.png|256px|'''The second level '''<br>''Posted: Apr 25...
    103: ...izontal tile to be plotted. For enemies that only move vertically, it's trivial to position them to avoi...
  13. Treasure Island (7,842 bytes)
    38: Main player sprite is currently able to move freely around the screen but no collision detecti...
    57: |[[Image:Treasure_Island_title_screen.png]]<br>'''Treasure Island BBC title screen'''<br>''...
    58: |[[Image:Treasure_Island_high_score.png]]<br>'''Treasure Island BBC high score screen'''<...
    60: |[[Image:Treasure_Island_elk_title_screen.png]]<br>'''Treasure Island Electron title screen'''<...
    61: |[[Image:Treasure_Island_screenshot_2c.png]]<br>'''Treasure Island BBC screen 2c'''<br>''Pos...
  14. Calculate Screen Address (14,429 bytes)
    58: [[Image:Mode2ScreenLayout.png]]
    156: ; so move the index value into Y
    159: iny ; move the index to point to the high byte in the
    286: inc YOrd ; move down one line
  15. Mode2 MaskedSprite Plotter (40,151 bytes)
    21: [[Image:SpritePlotDemo.png]]
    207: iny ; move index pointer (Y) to next byte of sprite data
    225: ... ; anything above that, an most sprites are move than
    294: ; To move blocks of data in memory (in this case sprite dat...
    348: adc #2 ; to move past width and height
  16. Calculate Screen Address10KMode (13,217 bytes)
    111: inc YOrd ; move down one line
    181: ; so move the index value into Y
    184: iny ; move the index to point to the high byte in the
  17. MovingSpritesMode2 (5,303 bytes)
    1: Mode 2 sprite movement
    13: ... sprites never cross over each other or you don't move them over anything more than a plain background t...
    31: ...s and change whether they move and the speed they move. Four Sprites are defined.
    40: The current number of sprites to plot/move etc. Currently set to the 4 sprites there are. If...
    47: [[Media:Mode2SpriteMovement.zip|The enitre Swift Project]] (Highly recomm...
  18. Sparse Invaders Source - Keyboard.txt (5,011 bytes)
    110: ... has this set to 'ENTER' ). With this function it moves the player sprite (checking for playing limits) ...
    114: ; Keyboard_MovePlayer -
    115: ; checks, moves player and fires as well
    118: Keyboard_MovePlayer:
    120: ; always do the fire, as well as the move left or right
  19. Sparse Invaders Source - SpriteControllert.txt (23,902 bytes)
    138: ; PLEASE PLEASE do not move this away from the YPOS adjust as I did! Sigh!
    197: ; SpriteMoveSprite -
    198: ; Moves the sprite to the adsolute pos passed in
    203: SpriteMoveSprite:
    222: SpriteMoveSpr:
  20. Sparse Invaders Source - Invaders Baddies.txt (31,763 bytes)
    35: .alias MOTHER_DELAYMOVE 2
    38: .alias MOTHER_STATE_MOVE 1
    259: BEQ DB_SkipRemove
    266: JSR Baddies_RemoveInvader
    270: DB_skipRemove:
  21. Sparse Invaders Source - Invaders Bullets.txt (9,102 bytes)
    170: ; move the position of the bullet ...
    212: JMP SpriteController.SpriteMoveSpr
    223: JSR Invader_Bullets.RemoveBullets
    292: ; RemoveFromLink:
    293: ; Removes the invader from the link data...
  22. Sparse Invaders Source - Constants.txt (12,283 bytes)
    87: .alias INV_MOVDIR $3b ; horizontal movement for the invader...
    88: .alias INV_YMOVDIR $3c ; vertical movement for the invader...
    160: ...lias INPUTFLAG_LEFT 1 ; flag for player movement left
    161: ...lias INPUTFLAG_RIGHT 2 ; flag for player movement right
    172: ... PLAYER_STARTX 38 ; player starting and movement limits
  23. OnslaughtDiary20101128 (7,476 bytes)
    6: [[Image:Onslaughtaction.png|frame|left|I ain't afraid of no mouse...]]
    19: ...but used as a fixed-point accumulator so dots can move at speeds less than one pixel.
    47: ... As you may have noticed from the screenshot, I removed a line from the status bar, to free up another 2...
    50: ... and the player update a 3x3 square of it as they move through the map. The player uses it to see if th...
    53: ...n't justify. So my next step is going to be to remove this entirely and check for overlapping collision...
  24. Saga20101126 (3,015 bytes)
    2: [[Image:sagaconditions.png|right]]
    9: ...is a mocked up one where I added only the code to move an object to the responses code.
  25. Saga20101116 (2,255 bytes)
    2: [[Image:sagamovement.png|right]]
    6: ...ng through for present objects. As objects can be moved during the lifetime of the adventure they need t...
    39: ... just read N, S, E, W, U, D from the keyboard and move in that direction).
  26. Saga20101205 (2,688 bytes)
    2: [[Image:sagagbfinished.png|right]]
    35: *If a move is made
    38: ... printed "Dangerous to move in the dark!", if the move fails, then the message "I fell down and broke my...
  27. Hard Hat Harry (5,978 bytes)
    51: ...rs - The height of technology, the conveyor belts move objects and Harry around. Sometimes they even wor...
    83: |[[Image:HardHatHarry-BBCLoading.png|320px|''Hard Hat Harry loading screen (BBC/Electr...
    84: |[[Image:HardHatHarry-BBCTitle.png|320px|''Hard Hat Harry title screen (BBC)'''<br>'...
    86: |[[Image:HardHatHarry-BBC.png|320px|''Level 1 (BBC)'''<br>''Posted: Jan 23, 201...
    87: |[[Image:HardHatHarry-Electron.png|320px|''Level 1 (Electron)'''<br>''Posted: Jan 23...
  28. ReverseEngineered Hobgoblin (5,043 bytes)
    87: ...eature will always bob and a skeleton will always move in a straight line.
  29. Adventurescape V (10,410 bytes)
    73: f) move, I changed the byte ordering so its NESWUD instea...
    75: ...added some extra code to allow worn items to be removed rather than just dropped.
  30. Saga20101114 (1,444 bytes)
    4: [[Image:Messagedecoding.png|right]]
    12: After a suggestion from Samwise, I decided to move the code I'd written to my PC and continue under ...
    14: I also added some basic init code to move and mess around with pointers. It's a small start...
  31. Saga20110213 (2,071 bytes)
    11: [[Image:sagamulwind.png|right]]
    12: ...ent line was 13, for some reason the cursor would move up. No prizes for guessing that I'd used OSASCI i...
  32. Saga20110220 (2,790 bytes)
    3: [[Image:sagagraphics.png|right]]
    8: *Adding a redrawg file for only when you moved location
    15: *Move Y X (indicated by &c0)
    27: *Remove the &ff byte - as I know this byte will always be...
  33. MazezaM (9,582 bytes)
    25: ...ve me wrong, each can be completed in a number of moves identical to the year number.''
    51: Use the 'Z','X','*' and '?' keys to move.
    53: Blocks may only be moved by pushing, not pulling.
    86: ...MazezaM_BBC_v1_3.zip‎|MazezaM v1.3]] - ''I have moved the code down 1 page to &1800 to make room for m...
    87: ...ezaM v1.2]] - ''Just a few minor tweaks this one. Moved some storage into zero page for added oomph and ...
  34. Uropa (7,430 bytes)
    63: S move forward
  35. Hard Hat Harry 2 (10,885 bytes)
    63: ... rescue the girl with no name? Will those barrels move any slower this time?
    89: |[[Image:hhh2-title.png|320px|''Hard Hat Harry 2 WIP title screen'''<br>'...
    90: |[[Image:HHH2-loadingscreen.png|320px|''Hard Hat Harry 2 loading screen'''<br>''P...
    92: |[[Image:HHH2-finaltitlescreen.png|320px|''Hard Hat Harry 2 title screen'''<br>''Pos...
    93: |[[Image:hhh2-game1.png|320px|''Starting out'''<br>''Posted: Jul 27, 2011...
  36. GalaforceAtomDevDiary (17,239 bytes)
    13: ...></td><td>Found out how the stars are plotted and moved</td></tr>
    18: <tr><td><b>31-08-2011</b></td><td>Keyscanning, movement myship and shooting works</td></tr>
    54: [[Image:colours.PNG]]
    59: [[Image:coloursets.PNG]]
    177: * ALIENS1/2/3/4, Initialize, process, plot, move, explode aliens
  37. JungleJourneyBBCMicroElectronDiary (31,213 bytes)
    16: |[[Image:Map10-small.png|A generated maze for a dungeon exploration game, ...
    17: |[[Image:Level-96.png|A generated level for Jungle Journey, Posted: 18:...
    28: ... a good reason: to avoid flicker when sprites are moved. As with a lot of games, I used OSBYTE 19 (*FX 1...
    30: ...uts the sprite on the screen; plotting it again removes it. My first attempts at trying to plot basicall...
    31: ...ause things are only added to this list when they move or
  38. Castle Raider/DevelopmentDiary (23,490 bytes)
    21: |[[Image:Castle-Raider-Bank1.png|Close up of sprites plotted on bank 1.]]
    22: |[[Image:Castle-Raider-Bank2.png|Close up of sprites plotted on bank 2.]]
    38: |[[Image:Different-tiles.png|Close up of level scenery.]]
    46: ... trigger mechanism to do things like make tiles remove themselves and things like that. In addition, I'm...
    58: ...rows, so I decided to at least have some half row movement in there. It doesn't make a huge different, b...
  39. Jeltron (6,520 bytes)
    31: ...ve been used for animation for aliens that always move horizontally by the same amount per frame. The l...
    81: |[[Image:Jeltron1.png|330px|'''Jeltron in-game screenshot #1'''<br>''Po...
    82: |[[Image:Jeltron2.png|330px|'''Jeltron in-game screenshot #2 '''<br>''P...
    84: |[[Image:Jeltron3.png|330px|'''Jeltron in-game screenshot #3'''<br>''Po...
    85: |[[Image:Jeltron4.png|330px|'''Jeltron in-game screenshot #4'''<br>''Po...
  40. NyanSIDBBCMicroDevDiary (28,092 bytes)
    10: <center>[[Image:Nyan_bbc.png|320px]]</center>
    89: <center>[[Image:Pc_nyan.png]]</center>
    109: The first thing I do is remove the drum track as I want at least 1 channel free ...
    128: <center>[[Image:Sid_dialog.png|500px]]</center>
    142: Then I add some keyboard reading so I can move the cat around the screen.
  41. JSnakeDevDiary180212 (9,304 bytes)
    16: ...epresents two pixels.. so you ought to be able to move two pixels at a time by manipulating bytes. It's...
    20: [[Image:Colours.PNG]]
    36: ...x8 pixel characters. This is a pain if I want to move a set of pixels across the screen as I can't simp...
    42: [[Image:Mode2_screen_address_layout_8pixels.png]]
    53: [[Image:Greenline.png]]
  42. JSnakeDevDiary290212 (2,281 bytes)
    24: ...tly). If the counter > 0 , each time I enter the Move snake routine, I decrement the counter and skip t...
    44: [[Image:snakeandfood.png]]
  43. MixedGrillMarchBBCMicroDiary (8,238 bytes)
    33: ...e values back in on the right hand side after the move (so the houses just loop round). <br/>This worked...
    94: ... press Escape to quit a game any more. I've now removed this line from the loader...
  44. Bandit Kings for Ancient Acorns (7,322 bytes)
    30: |[[Image:banditkingsforancientacorns.png|350px|Bandit Kings for Ancient Acorns WIP screens...
    31: |[[Image:Banditkingsforancientacorns2.png|350px|Bandit Kings for Ancient Acorns WIP screens...
    48: ...a "road" construction which would allow armies to move faster across the map.
    87: [[Image:swift.png]]
  45. JsnakeDevDiaryApril2013 (3,917 bytes)
    20: [[Image:Jsnake_lemon_beebspriter.png|350px]]
    37: ...ase this as “v1.01” of JSnake. I’d like to move on to write another game which is more sophistica...
  46. JsnakeDevDiaryJuneSept2013 (2,563 bytes)
    27: ...ase this as “v1.01” of JSnake. I’d like to move on to write another game which is more sophistica...
  47. Castle Raider/DevelopmentDiary/Part3 (23,767 bytes)
    11: ... that we have found the span the monster wants to move into. If it is still negative, we check the previ...
    19: ...ontally moving monsters flaunted their ability to move into and past scenery when skulking around off th...
    41: |[[Image:2014-03-16-characters.png|The character selection screen.]]
    51: |[[Image:2014-03-16-monsters.png|Dodging monsters in a tricky descent.]]
    65: |[[Image:2014-03-18-lives.png|The panel now shows the number of lives left.]]
  48. Castle Raider/DevelopmentDiary/Part2 (24,684 bytes)
    18: ...w of the level looks fine but, when the character moves right by one step, the second screen bank is sho...
    22: |[[Image:2013-04-14-misdraw1.png|Correctly drawn bank 1 screen.]]
    23: |[[Image:2013-04-14-misdraw2.png|Incorrectly drawn bank 2 screen.]]
    50: |[[Image:2013-04-15-alt-character.png|Another character out for a test run.]]
    76: |[[Image:Panel-2013-04-23.png|An updated panel design.]]

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