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control2.doc
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Text File
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1995-10-26
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3KB
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89 lines
Welcome to the second CONTROL EXTENTION tutorial in SteStosTerone.
***********************************************************************
Minidrop : small 150 Kb STE game.
Catch the falling rocks !!!!!
***********************************************************************
The support files can be found in the file CONTROL2.ZIP
but must be uncompressed to a blank disk first. Use
the copy of STZip in the give away folder
In the first part of the tutorial, you saw how to create sprite banks and
use CONTROL's sprite engine.
You might have noticed that when using the MAKER.PRG to convert sprites
from STOS to control's format, all sprites are sized to the first sprite
in the Bank. This means that if your main sprite is 64*64, all the
others are the same, even if they are small in the stos sprite designer.
For this reason, it is worth splitting your bank into 2 different ones,
depending on size.
Ball*.mbk holds the images for the falling rocks 16*16
Cup*.mbk holds the images for the players sprite 64*32
( I replace (*) with <S> or <C> to mark a difference between stos, and
converted control sprites )
On the disk you will find 6 basic files. These show the game at various
stages of design.
BAS1 Simple test animation
BAS2 Introduces MANY IMAGE for the falling rocks
Notice the arrays used to hold the X Y coordinates and the
image number
Introduces a static back drop
BAS3 Adds the hardware scrolling backdrop, and shows how to
keep track of the different sprite coordinates.
Also, I have introduced a life counter, and a score
holding variable
BAS4 Introduces samples
BAS5 Intro screen
BAS6 Completed game with high score table
General Comments:
The code should be fairly simple to understand. The HIGHSCOR.ZIP
file shows an example of the High Score table
Remenber that we are scrolling over a 400 pixel high area
This means 2 screens high!
We start at y=0, and scroll until y=200
when the whole of the 2nd screen is shown, we switch back to the
top of the first screen. This means that all sprite coordinates
must have 200 pixels subtracted from their y coordinates,
in order to appear where they should. Confused?
EXPERIMENT, and study the source of BAS3
In BAS5(line 880) and BAS6(line 900) I am using
a command from the Missing Link to flash the screen.
Obviously, you will have to remouve these lines if
you don't have TML.
Good luck!