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 Post subject: Re: WIP: Wizard of Wor
PostPosted: Sun Dec 17, 2017 6:23 pm 
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Joined: Mon Jul 03, 2017 4:37 pm
Posts: 104
Damn, Kasumi...you might be right :)

-Thom


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 Post subject: Re: WIP: Wizard of Wor
PostPosted: Sun Dec 17, 2017 7:30 pm 
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Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19498
Location: NE Indiana, USA (NTSC)
What I tend to do is take the next major task and then repeat the following iteration:

1. Find the first task on the list that I expect to take longer than 15 minutes.
2. If one exists, divide it up into smaller tasks.
3. If a task was split, and there are fewer than 12 tasks, go to step 1.


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 Post subject: Re: WIP: Wizard of Wor
PostPosted: Sun Dec 17, 2017 9:23 pm 
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Joined: Mon Jul 03, 2017 4:37 pm
Posts: 104
if I could, I'd hug you guys. :) Thanks.

-Thom


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 Post subject: Re: WIP: Wizard of Wor
PostPosted: Sun Jan 14, 2018 5:39 pm 
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Joined: Mon Jul 03, 2017 4:37 pm
Posts: 104
Am back on WoW, have been so busy lately, and health issues caused me to have to take a break.

Right now, I am refactoring the code, and splitting bits out into seperate files.

In the main .h, I have a set of variables defined in my zeropage bss segment. The problem seems to be when I try to use them in other files. It seems:

Code:
#pragma bssseg (push,"ZEROPAGE")
extern unsigned char spr,i,frame_cnt;
#pragma bssseg (pop)


Produces an address mismatch:
Code:
ld65.exe: Warning: Address size mismatch for `_frame_cnt': Exported from wow.o, wow.s(25) as `zeropage', import in attract_monsters.o, attract_monsters.s(31) as `absolute'
ld65.exe: Warning: Address size mismatch for `_i': Exported from wow.o, wow.s(18) as `zeropage', import in attract_monsters.o, attract_monsters.s(30) as `absolute'
ld65.exe: Warning: Address size mismatch for `_spr': Exported from wow.o, wow.s(24) as `zeropage', import in attract_monsters.o, attract_monsters.s(29) as `absolute'


For some reason, it's ignoring my #pragma and using .import instead of .importzp :/ wtf? I know I'm doing something silly...

What's going on?

-Thom


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 Post subject: Re: WIP: Wizard of Wor
PostPosted: Sun Jan 14, 2018 5:49 pm 
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Joined: Mon Jul 03, 2017 4:37 pm
Posts: 104
err, turns out I literally had to do this:

Code:
extern unsigned char spr;
#pragma zpsym("spr")
extern unsigned char i;
#pragma zpsym("i")
extern unsigned char frame_cnt;
#pragma zpsym("frame_cnt")


Which is....really fucking awkward...but okay.

-Thom


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 Post subject: Re: WIP: Wizard of Wor
PostPosted: Sun Jan 21, 2018 12:08 pm 
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Joined: Mon Jul 03, 2017 4:37 pm
Posts: 104
Enough refactoring was done that I was able to start work on shooting the lasers for the player.

The logic has become quite complex, ensuring that all possible states are being taken care of (there are still a few stray state leaks that I need to plug up), resulting in very dense blocks of ternary conditionals...I will try to document these once they've stabilized.

I am currently using yellow's score to track his states (player left idle, player left, player left shooting, player left shooting idle, etc.), as well as his previous state, and whether the shooting latch is active.

There are still a ton of bugs, and I am working through them, but for now:

Image

-Thom


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