Wickeycolumbus Posted June 19, 2009 Share Posted June 19, 2009 (edited) Here is the start of a simple Frog Pond type game. For some reason I cannot get collision detection right, any ideas? 38 39 bytes free. RAMFrogPond_2.zip Edited June 19, 2009 by Wickeycolumbus Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted June 24, 2009 Share Posted June 24, 2009 (edited) Here is the start of a simple Frog Pond type game. For some reason I cannot get collision detection right, any ideas? 38 39 bytes free. Here is your collision code: lda CXM0FB bpl No_CXM0FB inc Score inc Score No_CXM0FB That BPL branch depends on collisions between M0 and the playfield. You never enable the playfield. I think you want to use a BIT test of CXM0FB and then a BVC branch since I think you want to check for collisions between M0 and the ball. I.e., do this: bit CXM0FB bvc No_CXM0FB inc Score inc Score No_CXM0FB Edited June 24, 2009 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
Wickeycolumbus Posted June 26, 2009 Author Share Posted June 26, 2009 Thanks vdub_bobby! I think this might be the final version. The score is now displayed in binary on the right edge of the screen. After 30-40 seconds, the screen goes blank, displays the score, and waits until you press the button to continue. If anyone has suggestions, let me know! 1 byte free. RAMFrogPond_4.zip Quote Link to comment Share on other sites More sharing options...
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