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Hine62
04-16-2019, 09:53 PM
Needed a new project to clean up some code for my Neo Geo dev. Still using DatLib with a few of my own functions in asm.


https://youtu.be/oJoDQRIfhUE

Razoola
04-18-2019, 04:55 PM
Not bad at all :) You just need your bullets to travel up faster and less at once.

ForeverSublime
04-19-2019, 12:40 AM
Keep up the good work and sharing the fun!

oliverclaude
04-20-2019, 03:21 AM
Awesome! Will it come with a rainbow-colored cellophane overlay to simulate color graphics? I'd dig that.

massimiliano
04-20-2019, 01:03 PM
Cool beans! love the music pattern!

Hine62
04-20-2019, 10:53 PM
Next steps... Looking to finish this game soon. Things left to add: invaders shooting, UFO flyby, and barriers.


https://youtu.be/Kb1dWrdO7W8

Massive Urethra Chode
04-20-2019, 10:59 PM
this needs to be fully operable in a coin op arcade machine... imagine walking into an arcade where one of the slots of a four slot is occupied by space invaders... shocking

Hine62
04-21-2019, 02:10 PM
Challenge accepted.

Missile
04-25-2019, 04:20 PM
Looking and sounding good. I especially like the meaty sound effect you use when the player shoots.

Hine62
05-11-2019, 02:41 PM
More progress on Space Invaders. There are still some things to work out and add to the game. Here are two videos of the basic game with working menu system using MVS and AES bios. The bar on the side shows the speed of the processor in different segments of code.

Using the MVS bios:

https://youtu.be/FAbqPpcTOs0


Using the AES bios:


https://youtu.be/_right

SpamYouToDeath
05-24-2019, 12:16 AM
What did you write in assembly? Did you verify that it was faster than compiled C? I found gcc-68k to be really good, enough that I never wrote much in assembly.

Hine62
05-30-2019, 07:30 PM
I'm still learning assembly, so I've written some of the game functions in assembly. This function seems to be faster the original in c. Here is the collision function:

checkCollision:
.set _ARGS, 4

* check y + w < y1
move.l _ARGS+4(a7), d0
add.l _ARGS+8(a7), d0
move.l _ARGS+16(a7), d1
cmp.l d1,d0
* branch if less than else continue
blt HHH

* check y > y1 + w1
move.l _ARGS+4(a7), d0
move.l _ARGS+16(a7), d1
add.l _ARGS+20(a7), d1
cmp.l d1,d0
bgt HHH

* check x > x1 + w1
move.l _ARGS(a7), d0
move.l _ARGS+12(a7), d1
add.l _ARGS+20(a7), d1
cmp.l d1,d0
bgt HHH

* check x + w < x1
move.l _ARGS(a7), d0
add.l _ARGS+8(a7), d0
move.l _ARGS+12(a7), d1
cmp.l d1 , d0
* branch if less than else continue
blt HHH

* if all are false, boxes collide
move.l #1, d0
rts

HHH:
* if any are true, boxes don't collide
move.l #0, d0
rts

Missile
11-03-2019, 01:14 PM
Hey I like the latest video. Looking very slick and smooth.

How is this going? Will you be working on the shields next?

Hine62
11-07-2019, 04:47 PM
Hey I like the latest video. Looking very slick and smooth.

How is this going? Will you be working on the shields next?

Thanks! I'm back to work at the moment, but I hope to get back to this soon.

I've also been watching these videos: 68000 Assembly Chibiakumas (https://www.youtube.com/channel/UC8t99gp5IN-FTf5rGVaRevw)