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An exa can have a sprite associated with it. You can draw it yourself by clicking in the G (graphics!) grid next to the code, or write to GPixels to fiddle with individual pixels/use a premade font sprite. To move the sprite, update GX, GY, or GZ as appropriate.
this exa is a little dude who moves around sorta
edit:
One more question, if I may, regarding collision. When sprites collide, nothing by itself happens, is that correct?
I first decide which sprites have collision priority, and which don't by setting the CO register in each EXA. Then, to monitor collisions, I have each EXA read its CI register to look for a change and decide what happens next?
Sup, i've been in the game business for a while;
Generally speaking it's better to store the explosion animation/graphic on a separate memory slot (EXA in this case) so it can be untiedly used anywhere, unless it is a unique one. I particularly like using the 3x1 registers (you can access them from central memory with 802 and 803 if i remember right) for cases like bullets and explosions et.c. that are called on when needed. Simply send a local communication EXA with relevant coordinates in, replicate the relevant effect and physically send the replicated EXA somewhere where you have space (core memory works).
It's easier to work this way because you can see the explosion sprite. I like playing with RAND a little bit to make the explosion look a bit less "stock footage".
You can do literally thousands of instructions in between wait cycles so there's not much to worry about.
The quick little prototype space game i made stored 20 different sound effects on one EXA and about 10 different effects on the other.
If you're wondering the sound effect and VFX containers had very similar code:
(local comm)
MARK WAITFORCALL
COPY M GX
COPY M GY
NOTE DESIRED EFFECT
COPY M X
TEST X = 1
TJMP CASE 1
(...)
MARK CASE 10
REPL FX10
NOTE RETURNTOBASE
COPY -120 GX
COPY -100 GY
JUMP WAITFORCALL
MARK FX10
(insert effect data)
(replicate a sound effect informer)
Sup, i've been in the game business for a while;
Generally speaking it's better to store the explosion animation/graphic on a separate memory slot (EXA in this case) so it can be untiedly used anywhere, unless it is a unique one. I particularly like using the 3x1 registers (you can access them from central memory with 802 and 803 if i remember right) for cases like bullets and explosions et.c. that are called on when needed. Simply send a local communication EXA with relevant coordinates in, replicate the relevant effect and physically send the replicated EXA somewhere where you have space (core memory works).
It's easier to work this way because you can see the explosion sprite. I like playing with RAND a little bit to make the explosion look a bit less "stock footage".
You can do literally thousands of instructions in between wait cycles so there's not much to worry about.
The quick little prototype space game i made stored 20 different sound effects on one EXA and about 10 different effects on the other.
If you're wondering the sound effect and VFX containers had very similar code:
(local comm)
MARK WAITFORCALL
COPY M GX
COPY M GY
NOTE DESIRED EFFECT
COPY M X
TEST X = 1
TJMP CASE 1
(...)
MARK CASE 10
REPL FX10
NOTE RETURNTOBASE
COPY -120 GX
COPY -100 GY
JUMP WAITFORCALL
MARK FX10
(insert effect data)
(replicate a sound effect informer) [/quote]
Thank you very much for the advice--if you hadn't advised, I know I would have stored my animations on the same EXA.
Even something as simple as a Tetris game or a snake feels impossible to do just because of this limitation :'(
Am I missing something?
While this might not run Galaxian or Galaga, i'm certain that something like Asteroids would most definately be possible, and it'd look a spot better than the original to boot.
EDIT: I went on the internet and found someone's beat me to it. https://www.youtube.com/watch?v=O61841j5cng
https://steamcommunity.com/profiles/76561198175021119/screenshot/950710452457551339