Yep, yet another Minecraft clone. I've been hard at work on this for the past few weeks, and I'm come along pretty far already:
What I have now:
- Left/Right to move, Up to jump
- 360° cursor sweeping through numpad
- Hold down 2nd to break blocks
- Press Alpha to place blocks
What I'm going to add:
Worlds in Chunks: The world will be saved in mulitple 36x21 block chunks, saved in Appvars. The game always has nine chunks in RAM: the one you're in plus the eight surrounding it. Once you get a good distance out of the center chunk, the game will load nine new chunks. If the game tries to load a chunk that doesn't exist, it creates a new one.
- Because X ranges from 0-65535, the world can be up to 227 chunks wide before it wraps around.
- For now, the world will be 5 chunks high, and each chunk represents a different strata of the game world (all sky, maximum terrain height, average terrain height, sea level, all underground). This means that the world will be 105 blocks high.
- I've determined that each of these chunks take up 770 bytes (756 + VAT entry). Thus, all 1135 chunks can take up to 873950 bytes, which fits into the archive of an 84 Plus Silver Edition.
- Block Types: I can have up to 255 block types. Zero represents no block exists at that point.
- Inventory: You can store up to 5 ready-use items on your Graph buttons, and up to 30 more in your inventory. You can also have chests, each of which support 30 more.
- Mobs: Mobs do show up: animals and monsters. Aiming and 2nd can be used to attack them. Monsters (such as Creepers, Zombies, and Skeleton Archers) will attack you, and animals (such as Sheep, Pigs, and Cows) will run when you attack them. All mobs drop spoils.
- Spoils: It would be too much to keep track of spoils on the ground, so destroying a block or mob automatically awards the spoils to you.
- Day and Night: As time passes, the sun and moon will cycle into day and night phases that last 10 minutes each. In the daytime, all blocks that are exposed to the sun will be lit, in a certain angle depending on the time of day. At night, the moon lights nothing. Things can also be lit with torches, attached to walls and ceilings. Grayscale will be used to show lighting.
Please give me comments and feedback about my plans and from what you see.
I also need some help on this project: Because the frame rate is going to change drastically, I'm want the program to read from the calculator's crystal timers, basically to determine how long a frame has taken and how far the day has advanced. Since Axe doesn't have crystal timer commands, could I please have some ASM code that can do this so I can build an Axiom? Thanks.[/list]
What I have now:
- Left/Right to move, Up to jump
- 360° cursor sweeping through numpad
- Hold down 2nd to break blocks
- Press Alpha to place blocks
What I'm going to add:
Worlds in Chunks: The world will be saved in mulitple 36x21 block chunks, saved in Appvars. The game always has nine chunks in RAM: the one you're in plus the eight surrounding it. Once you get a good distance out of the center chunk, the game will load nine new chunks. If the game tries to load a chunk that doesn't exist, it creates a new one.
- Because X ranges from 0-65535, the world can be up to 227 chunks wide before it wraps around.
- For now, the world will be 5 chunks high, and each chunk represents a different strata of the game world (all sky, maximum terrain height, average terrain height, sea level, all underground). This means that the world will be 105 blocks high.
- I've determined that each of these chunks take up 770 bytes (756 + VAT entry). Thus, all 1135 chunks can take up to 873950 bytes, which fits into the archive of an 84 Plus Silver Edition.
- Block Types: I can have up to 255 block types. Zero represents no block exists at that point.
- Inventory: You can store up to 5 ready-use items on your Graph buttons, and up to 30 more in your inventory. You can also have chests, each of which support 30 more.
- Mobs: Mobs do show up: animals and monsters. Aiming and 2nd can be used to attack them. Monsters (such as Creepers, Zombies, and Skeleton Archers) will attack you, and animals (such as Sheep, Pigs, and Cows) will run when you attack them. All mobs drop spoils.
- Spoils: It would be too much to keep track of spoils on the ground, so destroying a block or mob automatically awards the spoils to you.
- Day and Night: As time passes, the sun and moon will cycle into day and night phases that last 10 minutes each. In the daytime, all blocks that are exposed to the sun will be lit, in a certain angle depending on the time of day. At night, the moon lights nothing. Things can also be lit with torches, attached to walls and ceilings. Grayscale will be used to show lighting.
Please give me comments and feedback about my plans and from what you see.
I also need some help on this project: Because the frame rate is going to change drastically, I'm want the program to read from the calculator's crystal timers, basically to determine how long a frame has taken and how far the day has advanced. Since Axe doesn't have crystal timer commands, could I please have some ASM code that can do this so I can build an Axiom? Thanks.[/list]