Monday, 19 July 2010

The Opposite of Artificial Intelligence

...is, of course, natural stupidity.

It wasn't DASM doing odd things to the 'included' data. It was my code. I admit it - mea culpa. In my defence, it was late and I was tired and the cats were bugging me to let them out and there was something good on TV and my back was hurting. Oh, and I forgot to update a label in the CHARPLOT structures file for the new BSOD entries, which meant CHARCONV was reading junk and splatting data all over the memory map. Sigh.

So, on we go. We now have the playfield drawn, with the walls, floor, reactor core and laser turrets in place. I have a new routine called DRAWMOBS which is responsible for plotting all the 'mobile' characters during gameplay, which includes two Meanies, the Repair Bot, the Fuel Ship, laser beams, explosions, and in-game messages. And the first Meanie and the Repair Bot have made their appearance:

The next item on the agenda is getting the Meanie to move - and this is going to be very interesting, because it requires the use of random numbers to dictate what position it moves to. That's something I've never done in Assembly language before, so it'll be fun to find out how the mechanics of generating a random number series will work. :)

1 comments:

  1. Here's a little pseudo random number generator I've been using on the c64 for my stuff:

    random lda $0800
    adc randseed
    adc RASTER_POS
    sta randseed
    inc random+1
    rts
    randseed dc.b $73

    Hopefully something similar will work on the Vic (never had a Vic unfortunately)

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