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Thread: Space invaders Clone

  1. #1
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    Space invaders Clone

    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.


  2. #2
    Divine Hand of the UniBIOS
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    Not bad at all You just need your bullets to travel up faster and less at once.
    THE UNIVERSE BIOS ( MVS / AES, and now also for CD )
    www.universebios.com. Also on facebook, please like http://www.facebook.com/UniverseBios.

  3. #3
    ForeverSublime's Avatar
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    Keep up the good work and sharing the fun!
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  4. #4
    Iori Yagami's Manicurist

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    Awesome! Will it come with a rainbow-colored cellophane overlay to simulate color graphics? I'd dig that.

  5. #5
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    Cool beans! love the music pattern!
    凄いゲームを連れて。。。売った。

  6. #6
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    Next steps... Looking to finish this game soon. Things left to add: invaders shooting, UFO flyby, and barriers.


  7. #7
    This is what happens
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    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

  8. #8
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    Challenge accepted.

  9. #9
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    Looking and sounding good. I especially like the meaty sound effect you use when the player shoots.

  10. #10
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    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:



    Using the AES bios:

    Last edited by Hine62; 05-11-2019 at 01:43 PM.

  11. #11
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    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.
    I turned off signatures. So should you.

  12. #12
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    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

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