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End Of Worlds posted:did you unironically use 'sjw' earlier in this thread I use SJW in the only context that it makes sense in, the internet. If you are mad about that, you should recognize your mistake and strive to do better. Anyway, I'm off to enjoy some video games devoid of any irl social context. Hope the few SJW holdouts of GBS 2.0 are able to turn their pathetic lives around before they end up like their predecessors.... Cheers!
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# ? Sep 10, 2014 02:49 |
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# ? Apr 27, 2024 03:47 |
Powercrazy posted:I use SJW in the only context that it makes sense in, the internet. If you are mad about that, you should recognize your mistake and strive to do better. lmao whats your karma score on reddit
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# ? Sep 10, 2014 02:50 |
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tumblr is garb
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# ? Sep 10, 2014 02:50 |
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One last thing:Alexzandvar posted:Remember when that guy at Polygon compared gamers, who are NERDS and thus mega skinny or ultra fat, to ISIS because they said mean things about the women lol End Of Worlds posted:lmao LMAO
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# ? Sep 10, 2014 02:50 |
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THE PENETRATOR posted:tumblr is garb The tumblr thread however is hilarious.
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# ? Sep 10, 2014 02:50 |
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Alexzandvar posted:Remember when that guy at Polygon compared gamers, who are NERDS and thus mega skinny or ultra fat, to ISIS because they said mean things about the women ;This is an example tutorial for you to ;learn how to create your own 2 player ;Shot 'em Up, which includes joystick ;control, a score system, etc. ;Let's setup the perameters for our ;game. These are the player positions. plr1_x = $0340 ;Player 1 x-position plr1_y = $0341 ;Player 1 y-position plr2_x = $0342 ;Player 2 x-position plr2_y = $0343 ;Player 2 y-position ;Our parameters for the player bullets plr1b_x = $0344 ;Player 1 bullet-xpos plr1b_y = $0345 ;Player 1 bullet-ypos plr2b_x = $0346 ;Player 2 bullet-xpos plr2b_y = $0347 ;Player 2 bullet-ypos ;Collisions parameters plr1col = $0350 ;Value storage for p1 plr2col = $0354 ;Value storage for p2 ;bullet lockup routines plr1lockup = $0360 ;Lockup for players plr2lockup = $0361 ;shooting ;We need to create a jump start for this ;example, so we will create our own jump ;address where it does not overlap data ;which had been loaded. !to "duoblast.prg",cbm *= $1000-2 !binary "music.dat" *= $2000-2 !binary "sprites.dat" *= $2400 start sei ;Set irq flag ;Clear the screen without JSR $E544 ldx #$00 ;Calls a routine clear lda #$20 ;to fill the whole sta $0400,x ;screen with #$20, sta $0500,x ;which is the sta $0600,x ;blank space sta $06e8,x ;routine. inx ; bne clear ; ;You should be familiar with the next ;example code. If not then look at the ;earlier chapters of A$$EMBLE IT! lda #$00 sta $d020 sta $d021 lda #$16 sta $d018 lda #$1b sta $d011 lda #$ff sta $d015 ;Now here we create the sprite objects lda #$81 sta $07f8 ;Player 1 ship lda #$82 sta $07f9 ;Player 1 bullet lda #$80 sta $07fa ;Player 2 ship lda #$82 sta $07fb ;Player 2 bullet ;This is where we setup the colours of ;the two players and bullets. lda #$02 ;Colour red sta $d027 ;Player 1 sta $d028 ;Player 1 bullet lda #$07 ;Colour yellow sta $d029 ;Player 2 sta $d02a ;Player 2 bullet ;This is a different routine, as now the ;default sprite positions are copied to ;the declared parameters. lda $d000 ;This is a method sta plr1_x ;of copying and lda $d001 ;pasting the sprite sta plr1_y ;positions so that lda $d002 ;you can use this sta plr1b_x ;to program the lda $d003 ;sprites positions sta plr1b_y ;later on in the lda $d004 ;routines, for a sta plr2_x ;much faster lda $d005 ;and decent sta plr2_y ;movement for all lda $d006 ;the sprites in sta plr2b_x ;this game. lda $d007 sta plr2b_y ;Now we reposition the two players and ;put the bullets into zero lda #$42 ;All this is the sta plr1_y ;repositioning the lda #$18 ;two player ships, sta plr1_x ;by using the 'x' lda #$e0 ;positions and the sta plr2_y ;'y' positions, lda #$98 ;as simple as that sta plr2_x ; lda #$00 ;All bullets are sta plr1b_x ;repositioned to sta plr1b_y ;the zero value sta plr2b_x ;yet again 'x' and sta plr2b_y ;'y' positions ;Setup the scoreboard lda #$30 ;We put zero on: sta $0400 ;first line lda #$02 ;paint first line sta $d800 ;red lda #$30 ;zero put on sta $0427 ;first line as last lda #$07 ;paint character sta $d827 ;yellow ;Now for the main body of this program ;the Interrupt flag, but we wont use ;JMP $EA81 or JMP $EA31, as no keyboard ;control will be required lda #<int ; Call INT values ldx #>int ; into an IRQ raster ldy #$00 ; interrupt value and sta $0314 ; zero the rasterline stx $0315 ; sty $d012 lda #$7f ; Keep the screen on ldx #$1b ; and continue the sta $dc0d ; main interrupt stx $d011 ; read lda #$00 ;Initialise music tax ;according to tune tay ;number jsr $1000 ; lda #$01 sta $d019 ;IRQ is turned on sta $d01a ;---------------- lda $dc0d ;Copy $DC0D to $DD0D sta $dd0d ;to have the IRQ ;working properly. cli ;Clear IRQ flag loop jmp loop ;Jump to the loop ;Our main interrupt int asl $d019 ;Keep $D019 running ;Call routine to expand and reconvert ;the sprite positions jsr expand ;Call routine to read joystick port 2 ;for player 1 and player 2 jsr read1up jsr read2up ;Call routine for bullet movements jsr bullmove ;Call routine for collision detection ;and player 1 and player 2 bullet to ;player collision. jsr detect jsr p1col jsr p2col ;And finally play the music jsr $1003 ;Play music pla ; An IRQ loop routine. tay ; pla ; This will keep all the tax ; jsr routines playing pla ; without using JMP $EA81 rti ; or JMP $EA31 ;Expand and reconver the sprite position expand lda plr1_y ;Copy player y sta $d001 ;to exact position lda plr1b_y ;Copy bullet 1 y sta $d003 ;to exact position lda plr2_y ;The same goes sta $d005 ;with this routine lda plr2b_y ;but instead it sta $d007 ;works with p2. lda plr1_x ;Copy player x asl a ;calculate 64 ror $d010 ;Expand x pos. sta $d000 ;put at exact xpos lda plr1b_x ;Copy bullet asl a ;and do the same ror $d010 ;as with the sta $d002 ;player. lda plr2_x ; asl a ;All this is the ror $d010 ;same except that sta $d004 ;it will work with lda plr2b_x ;Player 2 and the asl a ;Player 2 bullet ror $d010 ;instead. sta $d006 ; rts ; ;Read joystick control for player1 read1up lda $dc00 ;Read port 2 lsr a ;Joystick up lsr a ;Joystick down left1 lsr a ;Joystick left bcs right1 ldx plr1_x ;Move player 1 dex ;left across screen dex ;using 2 for speed cpx #$0e ;does the player bcs set1 ;move further than ldx #$0e ;$0e, if so then set1 stx plr1_x ;stop. Else continue right1 lsr a ;Joystick right bcs fire1 ldx plr1_x ;Move player 1 inx ;right across screen inx ;using the same cpx #$9a ;speed. If player bcc set2 ;exceeds $9a, then ldx #$9a ;make the player set2 stx plr1_x ;stop. fire1 lsr a ;Firebutton bcs nojoy1 lda plr1lockup ;Is player fire cmp #$00 ;control bne nojoy1 ;unlocked. If so lda #$01 ;then lock fire sta plr1lockup ;and position ldx plr1_x ;the bullet x stx plr1b_x ;and y positions ldx plr1_y ;exactly at the stx plr1b_y ;same areas as ;the player. nojoy1 rts ;Read joystick control for Player 2 ;(joystick port 1) read2up lda $dc01 ;Read JOY Port 1 lsr a ;up lsr a ;down ;Please read the left2 lsr a ;left ;player 1 bcs right2 ;joystick control ldx plr2_x ;as this routine dex ;is exactly the dex ;same as the cpx #$0e ;player 1 controls bcs set1_1 ;but works for ldx #$0e ;player 2. set1_1 stx plr2_x right2 lsr a bcs fire2 ldx plr2_x inx inx cpx #$9a bcc set1_2 ldx #$9a set1_2 stx plr2_x fire2 lsr a bcs nojoy2 lda plr2lockup cmp #$00 bne nojoy2 lda #$01 sta plr2lockup ldx plr2_x stx plr2b_x ldx plr2_y stx plr2b_y nojoy2 rts ;call bullet routines bullmove ldx plr1b_y ;The bullet moves inx ;but if it hits inx ;$F6+ it will stop inx ;off screen else inx ;if below that inx ;limit, the bullet inx ;/ moves on, else cpx #$f6 ;bullet off screen bcc repsbul1 lda #$00 ;Turn off the sta plr1lockup ;fire lockup ldx #$f6 repsbul1 stx plr1b_y ldx plr2b_y ;The bullet moves dex ;up but if it hits dex ;$0C- it will stop dex ;off screen, else dex ;if below that dex ;limit, the bullet dex ;/ moves on. else cpx #$06 ;bullet off screen bcs repsbul2 lda #$00 ;Turn off the sta plr2lockup ;fire lockup ldx #$06 repsbul2 stx plr2b_y rts ;Setup collision detection for player 1 ;and player 2 detect lda plr1_x ;Calculate sec ;the storage sbc #$06 ;values for sta plr1col+$00 ;the exact clc ;positions of adc #$0c ;player 1, so sta plr1col+$01 ;that when the lda plr1_y ;opponents' sec ;bullet hits sbc #$0c ;the player, sta plr1col+$02 ;it has to be clc ;in the exact adc #$18 ;position of sta plr1col+$03 ;player 1. lda plr2_x ;The same sec ;calculations sbc #$06 ;for player 2 sta plr2col+$00 ;bullet to clc ;player adc #$0c ;collision. sta plr2col+$01 lda plr2_y sec sbc #$0c sta plr2col+$02 clc adc #$18 sta plr2col+$03 rts ;Check player 1 bullet collision on ;player 2 ship p2col lda plr1b_x ;Is the bullet cmp plr2col+$00 ;at the correct bcc missp2 ;position where cmp plr2col+$01 ;the player is? bcs missp2 ; lda plr1b_y ;If not then cmp plr2col+$02 ;the bullet bcc missp2 ;misses the cmp plr2col+$03 ;player. bcs missp2 ; lda #$f6 ;Else move sta plr1b_y ;bullet off lda #$00 ;screen, turn sta plr1lockup ;off fire lock inc $0400 ;add 1 point lda $0400 ;check score cmp #$3a ;is it over 9? bne missp2 ;if not then ;miss, else jmp victory1 ;jump to win missp2 rts ;Check player2 bullet on player 1 ship p1col lda plr2b_x ;Does the cmp plr1col+$00 ;bullet hit bcc missp1 ;the player in cmp plr1col+$01 ;exact position bcs missp1 ;of the player lda plr2b_y ;ship? If so cmp plr1col+$02 ;then continue bcc missp1 ;else jump to cmp plr1col+$03 ;missp1 bcs missp1 lda #$06 sta plr2b_y lda #$00 sta plr2lockup inc $0427 ;Add 1 point lda $0427 ;check score cmp #$3a ;is it over '9' bne missp1 ;if so then jmp victory2 ;player2 wins missp1 rts victory1 sei ;Stop all IRQs lda #$00 ;Turn off all sta $d015 ;the sprites ldx #$00 ;Call a routine win1 lda vic1,x ;to display sta $0400,x ;player1 wins lda #$01 ;message and sta $d800,x ;paint the inx ;message white cpx #$28 ;and display bne win1 ;as 40 chars jmp space ;Jump to space ;prompt victory2 sei ; Look at lda #$00 ; 'victory1' sta $d015 ;same function ldx #$00 ;This routine win2 lda vic2,x ;does exactly sta $0400,x ;the same, but lda #$01 ;it reads the sta $d800,x ;text from inx ;vic2 so that cpx #$28 ;player 2 wins bne win2 ;the game jmp space ;You know this ;if not then ;look at the ;previous ;'jmp space' ;prompt space ldx #$00 ;Another text setspc lda spc,x ;display sta $07c0,x ;routine. This lda #$03 ;time position sta $dbc0,x ;the text at inx ;the bottom of cpx #$28 ;the screen as bne setspc ;40 chars ;Lame hit space routine hitspace lda #$80 ;Create a raster cmp $d012 ;raster control bne raster ;to continue jsr $1003 ;playing music lda $dc01 ;Read SPACEBAR cmp #$ef ;if not pressed bne raster ;then jump to ;the raster to ;continue ;the SPACE read ;routine and ;play music jmp start ;Restart game ;Our text display data tables. ;Player 1 victory vic1 !scr "player 1 proves that" !scr " player 2 is a loser" ;Player 2 victory vic2 !scr "player 2 proves that" !scr " player 1 is a loser" ;Spacebar prompt message spc !scr " press the spacebar" !scr " for another game! "
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# ? Sep 10, 2014 02:50 |
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End Of Worlds posted:one former gamer turns to another
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# ? Sep 10, 2014 02:51 |
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ui've begun to hate coldreaches
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# ? Sep 10, 2014 02:51 |
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gently caress the ROW posted:ui've begun to hate coldreaches Same
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# ? Sep 10, 2014 02:52 |
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gaymers
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# ? Sep 10, 2014 02:52 |
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oh my god who cares
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# ? Sep 10, 2014 02:52 |
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Scrub-Niggurath posted:oh my god who cares Well..
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# ? Sep 10, 2014 02:53 |
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Carol Pizzamom posted:I think after my fifth post about why do we give a poo poo I realized I've made five posts about it so now I'm basically one of Them Joke all you like but I for one am outraged that these so-called "gamers" would betray us by having sex with a woman Have they no respect for our traditions
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# ? Sep 10, 2014 02:53 |
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client posted:faaaaaaaaaaaaaart
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# ? Sep 10, 2014 02:54 |
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I don't care btu I'd like to call as many people in here that do care, fags, as possible, thank you & god bless
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# ? Sep 10, 2014 02:54 |
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i tweeted at the quinnster and it never responded
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# ? Sep 10, 2014 02:54 |
gently caress the ROW posted:I don't care btu I'd like to call as many people in here that do care, fags, as possible, thank you & god bless
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# ? Sep 10, 2014 02:54 |
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Gamer Gate.
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# ? Sep 10, 2014 02:54 |
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The one trick to gaming SJWs don't want you to know!!!!!
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# ? Sep 10, 2014 02:55 |
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https://www.youtube.com/watch?v=4pXWiG2B4zk
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# ? Sep 10, 2014 02:56 |
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i am a gay mer, that is, a mer-person, and specifically, i am a mer-man, and i am a big homo
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# ? Sep 10, 2014 02:57 |
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Powercrazy posted:I use SJW in the only context that it makes sense in, the internet. If you are mad about that, you should recognize your mistake and strive to do better. Powercrazy posted:I use SJW in the only context that it makes sense in, the internet. If you are mad about that, you should recognize your mistake and strive to do better. End Of Worlds posted:did you unironically use 'sjw' earlier in this thread Tubgirl Cosplay posted:Joke all you like but I for one am outraged that these so-called "gamers" would betray us by having sex with a woman
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# ? Sep 10, 2014 02:57 |
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forum ate my post much like the giantbomb guy ate too many donuts and then he died of a fat disease
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# ? Sep 10, 2014 02:57 |
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what is good in life? to observe your enemies women dying of preventable heart and liver disease, and hear the screams of the men as you cuck them before you
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# ? Sep 10, 2014 02:59 |
Haha oh holky poo poo ha
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# ? Sep 10, 2014 03:00 |
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gently caress the ROW posted:I don't care btu I'd like to call as many people in here that do care, fags, as possible, thank you & god bless
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# ? Sep 10, 2014 03:01 |
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https://www.youtube.com/watch?v=E3oE207CaV4&list=UUlqJ1CQC0Df_P4Hb-7vOJAA
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# ? Sep 10, 2014 03:01 |
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proclick
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# ? Sep 10, 2014 03:02 |
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https://www.youtube.com/watch?v=-NB-Xn-8zrk
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# ? Sep 10, 2014 03:03 |
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# ? Sep 10, 2014 03:04 |
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say what you will about all this but at the end of the day there are some good points being raised aren't there if you stop and think about it all for a moment
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# ? Sep 10, 2014 03:07 |
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peter gabriel posted:say what you will about all this but at the end of the day there are some good points being raised aren't there if you stop and think about it all for a moment
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# ? Sep 10, 2014 03:08 |
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peter gabriel posted:say what you will about all this but at the end of the day there are some good points being raised aren't there if you stop and think about it all for a moment EA it's downloadable content, and not in the game, DLC everything.
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# ? Sep 10, 2014 03:08 |
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Big Ol Marsh Pussy posted:I like to post in these threads because I'm a baby who thinks the pointless weirdos who say xir are going to take over the most sacred hobby of all, video games and ive pooped my pants
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# ? Sep 10, 2014 03:08 |
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i like hot chicks!
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# ? Sep 10, 2014 03:09 |
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peter gabriel posted:say what you will about all this but at the end of the day there are some good points being raised aren't there if you stop and think about it all for a moment Who has time to think? I have a 1000 tweet per day quota to fill.
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# ? Sep 10, 2014 03:09 |
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sports.
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# ? Sep 10, 2014 03:09 |
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ColdReaches posted:EA it's downloadable content, and not in the game, DLC everything. that's what i thought originally but then i read some more and then some more and now i am not so sure any more i mean the people involved here seem to really know what they are talking about and after a few hours i see things differently somehow
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# ? Sep 10, 2014 03:10 |
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https://www.youtube.com/watch?v=iA-ohyQwwQ8
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# ? Sep 10, 2014 03:10 |
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# ? Apr 27, 2024 03:47 |
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Pawn 17 posted:Who has time to think? I have a 1000 tweet per day quota to fill. drat good point and a new perspective which i hadn't considered before thank you freind
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# ? Sep 10, 2014 03:10 |