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omega120 Account closed
Registered: Sep 2005 Posts: 204 |
Games created with Action Replay monitor
I created this topic since my `omega120 games` topic has been closed for some reason, If any you coders out there codes with a `Action Replay` monitor I would like you to contribute to this thread of the amount of coding you may have done with the cartridge, I myself as many of you may be aware I created and wrote `Manky` with `Action Replay` monitor and very soon you can expect from my website update6 `Manky` a very playable I am sure version of the game with a few surprises in store for you all. |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: That statement was just a explainment of what I prefer it was not intended to be agressive in any way.
And all the others? Boundary checks fixed and added the bullet firing and movement now... |
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omega120 Account closed
Registered: Sep 2005 Posts: 204 |
Quote: And all the others? Boundary checks fixed and added the bullet firing and movement now...
So you can write a game in 5mins whats the use of that man I like to create and write as I go along it may take a half hour to do something then it may take days or even weeks to finish a creation or even a year! |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: So you can write a game in 5mins whats the use of that man I like to create and write as I go along it may take a half hour to do something then it may take days or even weeks to finish a creation or even a year!
And usually i'd take a few months over my games too, but that isn't the point is it; you blathered on about how good the AR monitor was for coding, made all these statements about it being superior and you're being blown out of the water by someone who has been awake for over 24 hours and is only still going now due to lots of caffeine and having to stay away for the tumble drier. The words "hideously embarassing" don't really do it justice.
It's even easier if you can call in routines from a large source library, rely on tried and tested solutions for uncompressing tiles and so forth or cut and paste from previous source listings in a matter of seconds... but i didn't this time. Stopped to draw a few test sprites, by the way. =-) |
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omega120 Account closed
Registered: Sep 2005 Posts: 204 |
Quote: And usually i'd take a few months over my games too, but that isn't the point is it; you blathered on about how good the AR monitor was for coding, made all these statements about it being superior and you're being blown out of the water by someone who has been awake for over 24 hours and is only still going now due to lots of caffeine and having to stay away for the tumble drier. The words "hideously embarassing" don't really do it justice.
It's even easier if you can call in routines from a large source library, rely on tried and tested solutions for uncompressing tiles and so forth or cut and paste from previous source listings in a matter of seconds... but i didn't this time. Stopped to draw a few test sprites, by the way. =-)
Did I mention the word superior for a ACTION REPLAY monitor I dont think so I just said I think a monitor is more convenient than assembler in my point of view for writing anyway how do you manage to remove a bug out of your creations? |
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omega120 Account closed
Registered: Sep 2005 Posts: 204 |
With Action Replay I can use the dissembler to look up or down the memory till I come across the bug quite quickly how quick can you remove a certain bug that you may have inserted? |
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Conrad
Registered: Nov 2006 Posts: 849 |
Quote: With Action Replay I can use the dissembler to look up or down the memory till I come across the bug quite quickly how quick can you remove a certain bug that you may have inserted?
True, but with an assembler you can simply "comment out" the code, rather than blank it out with NOPs and waste rastertime ;) |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: With Action Replay I can use the dissembler to look up or down the memory till I come across the bug quite quickly how quick can you remove a certain bug that you may have inserted?
Find line, add a semicolon at the start to make it a comment (and therefore not assembled) and then press ctrl and 1 to build the target code; approximate build time of under a second. |
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omega120 Account closed
Registered: Sep 2005 Posts: 204 |
Quote: True, but with an assembler you can simply "comment out" the code, rather than blank it out with NOPs and waste rastertime ;)
If I do have to put in nops as you say, I can always use e.g. f 2000 20A0 EA which is quite quick if you ask me |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
wasnt one of your arguments against assemblers that they "waste memory" ? :o) |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: If I do have to put in nops as you say, I can always use e.g. f 2000 20A0 EA which is quite quick if you ask me
Not as quick as highlighting an area and pressing delete. And when the code next assembles, it won't have a gap there, the commands will be removed rather than just plastered over which makes the object code shorter and more efficient.
Do you do that thing that most monitor coders do, leave large gaps around the place in case a routine needs to grow? Not needed with an assembler.
Sprites are in, just working on the buffer routines for the scroll. |
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