Space invaders Clone

Hine62

Krauser's Shoe Shiner
Joined
Jul 15, 2005
Posts
230
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.

 

Razoola

Divine Hand of the UniBIOS,
Staff member
20 Year Member
Joined
Nov 12, 2002
Posts
4,662
Not bad at all :) You just need your bullets to travel up faster and less at once.
 

oliverclaude

General Morden's Aide
Joined
Feb 3, 2013
Posts
7,688
Awesome! Will it come with a rainbow-colored cellophane overlay to simulate color graphics? I'd dig that.
 

Hine62

Krauser's Shoe Shiner
Joined
Jul 15, 2005
Posts
230
Next steps... Looking to finish this game soon. Things left to add: invaders shooting, UFO flyby, and barriers.

 

Massive Urethra Chode

Disciple Of Orochi
Joined
Aug 27, 2013
Posts
3,264
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
 

Missile

Another Striker
Joined
Nov 18, 2007
Posts
311
Looking and sounding good. I especially like the meaty sound effect you use when the player shoots.
 

Hine62

Krauser's Shoe Shiner
Joined
Jul 15, 2005
Posts
230
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:

SpamYouToDeath

I asked for a, Custom Rank and, Learned My Lesson.
15 Year Member
Joined
Oct 3, 2005
Posts
6,059
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

Krauser's Shoe Shiner
Joined
Jul 15, 2005
Posts
230
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

Another Striker
Joined
Nov 18, 2007
Posts
311
Hey I like the latest video. Looking very slick and smooth.

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