Thanks,
BitNaughty.
The interrupt system isn't necessary for that kinda thing.
It's only necessary for things that happen INDEPENDENT of the game code
itself. The main game loop could handle all the moving things on the screen.
--
| spi...@freenet.co.uk | Windows95 (noun): 32 bit extensions and a |
| | graphical shell for a 16 bit patch to an 8 bit |
| Andrew Halliwell BSc | operating system originally coded for a 4 bit |
| in |microprocessor, written by a 2 bit company, that|
| Computer Science | can't stand 1 bit of competition. |
Sorry - what's that?
....but I'd really prefer to code the whole thing on my own, not
taking help from any engine or anything. Any Speccy game programmers
who hang out on this forum want to contribute?
This isn't a forum. This is usenet. The programmers have all been
decanted into WoS.
Not all of them.
Anyway, Spike is right - it's all done within one overall game loop.
It's not a case of each sprite running in its own routine, running
concurrently through interrupts - it's just a single routine that looks
at each sprite in turn, checking its position and moving it by a pixel
or two, and then going off and doing the other tasks like keyboard
scanning and collision detection, then looping around again.
Also, I don't think the music going out of tune has anything to do with
using / not using interrupts - it's just that the method used for
transposing the music down every life is a bit rough-and-ready.
Here you can find the whole disassembly od Manic Miner:
http://www.seasip.demon.co.uk/Jsw/manic.mac
so you can get a preety good idea on how something could be done.
--
Merry X'mas&a happy New Year!
Chupo
[snip]
> Also, I don't think the music going out of tune has anything to do with
> using / not using interrupts - it's just that the method used for
> transposing the music down every life is a bit rough-and-ready.
I was quoting from the man himself. But I can't remember which
interview I read it in.