In XeO3 I have 10 paths, one for each baddie and another which acts as the master path. This is how I remembered I'd done Blood Money, but it turns out I was wrong. In Blood Money, I'd a special format for the master path, one that didn't look at all like the rest of the system.
Path_Address:
Sc0:
db End_of_Screen
db 5|Sprite,$58,100,14|Sig,<path2,>path2,<Header2,>Header2
db 7|Sprite,$58,100,14|Sig,<path2,>path2,<Header2,>Header2
db 9|Sprite,$58,100,14|Sig,<path2,>path2,<Header2,>Header2
db 10|Sprite,$58,150,3|Sig,<path1,>path1,<Header2,>Header2
db 11|Sprite,$58,100,14|Sig,<path2,>path2,<Header2,>Header2
db 12|Sprite,$58,150,3|Sig,<path1,>path1,<Header2,>Header2
db 14|Sprite,$58,150,3|Sig,<path1,>path1,<Header2,>Header2
db 16|Sprite,$58,150,3|Sig,<path1,>path1,<Header2,>Header2
db 18|Gun,$27,17,Player2 | Gup
db 24|Gun,$27,1,player1 | Gdown
db 35|Sprite,$58,150,14|Sig,<path4,>path4,<Header4,>Header4
db 35|Sprite,$58+24,150,14|Sig,<path4,>path4,<Header5,>Header5
db 35|Sprite,$58,150+21,14|Sig,<path4,>path4,<Header6,>Header6
db 35|Sprite,$58+24,150+21,14|Sig,<path4,>path4,<Header7,>Header7
This is the 1st screen from Level 1(I think) on Blood Money, and its pretty ugly. The 1st byte is the character to start the sprite on followed by the X,Y, Path and object header. It was also able to spawn turrets and character sprites but still - it was pretty nasty.
In XeO3 I use the path engine as the master path, that way I can use loops and pause whenever I need to, and then use standard StartSprite commands. I did a couple of Shoot-em-ups for mobile phones, and I used the XeO3 way then, so I must have just gotten confused. Still I guess its good to know that I do still improve, even with the most basic of game.
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