After adapting someone else's utoa(), doing the score display was relatively easy. #NthPongWars is coming along. Next I need to write code for joystick inputs, and AI players.
Long version story on the blog at https://web.ncf.ca/au829/WeekendReports/20240207/NthPongWarsBlog.html#2025.01.21
=> More informations about this toot | View the thread
[#]NthPongWars continues on the #NabuPC. Today's head banging brought to you by #Z88DK / #SDCC compiler system for the Z80, where itoa() indirectly causes a crash or mysterious glitches as local variables suddenly change on their own.
Turns out the underlying utoa() assembler code uses more than the usual registers, including ix and the alternate set. And when compiling for speed, ix is the stack frame pointer! Hilarity ensues when you use a local variable pointer to write to memory :-)
=> More informations about this toot | View the thread
A simple colour change makes #NthPongWars look much better - and you can see the players! Previously it was the green player over their own green tiles, with a dark green shadow. Now it’s over a darker colour background, and the shadow is black. Tricky to do on the 1982 #Nabu computer (TMS9918A graphics), which has only 15 colours in a fixed palette.
Still have some work to do on collisions, and game-play, but it’s getting closer to being finished.
Blog post at https://web.ncf.ca/au829/WeekendReports/20240207/NthPongWarsBlog.html#2025.01.14
=> More informations about this toot | View the thread
Another #NthPongWars blog entry, this time comparing Z80 opcodes generated by C compiler SDCC (both function and inline) and my hand made assembler (guess which is smaller). Glad to see the C comparison takes into account signed 32 bit integer overflow.
http://web.ncf.ca/au829/WeekendReports/20240207/NthPongWarsBlog.html#2025.01.05
=> More informations about this toot | View the thread
=> This profile with reblog | Go to AGMS00@ruby.social account This content has been proxied by September (3851b).Proxy Information
text/gemini