Releases: ped7g/SpecBong
Part 4 - controlling the speed of game loop and animation
The crazy flying snowballs after part 3 are now tamed down, to be in sync with video mode (50 or 60 Hz, depending of what the particular user of Next prefers, the code doesn't care).
The alternating of snowball sprite frames is also slowed down to every-eighth-frame (cca. 6 frames per second).
And I added CSPECTMAP directive into source, to produce the map file for debugging in #CSpect
Part 3 - creating first version of "game loop" code, moving snowballs on screen
- there are 32 snowballs travelling at screen at two different speeds and left or right direction
- there is one static player sprite standing at bottom
- first version of game loop added:
- uploads all sprites from memory to HW sprite engine
- modify sprite data in memory for next frame
- loop infinitely all that stuff
The result does "work", except everything is sort of too fast...
... something to resolve in Part 4.
Part 2 - Uploading Sprite patterns and displaying all patterns at screen
adding raw sprite data to project, including them in the source, and uploading the data from memory to the HW sprite system of ZX Next, then displaying all uploaded gfx data on screen (just in "debug way" - 8x8 grid of sprites).
Part 1 - working NEX file shows background image
The project was created, BMP with background image graphics added, and assembly code written to produce NEX file which only shows the background image in Layer2 256x192x8 mode (with palette set) and ends in infinite loop.