These are not supported in Skale Tracker yet in that version I use, so I might move to another tracker for finalize it using these extended commands. The global volume was a quite too high in the Miner demo I got.

It would been nice to change volume directly as well using a seperate function, so volume can been controlled by a user example in a pause menu seperated for music and SFX...

Also just so there is no confusion I'm using MaxMod in TDG not libxm7. I think libxm7 is great but libnds uses MaxMod so that's why I'm using it. On the other hand libxm7 was the perfect solution for MMLL because it doesn't use libnds.

you can just use the same command like Gxx, just change it directly by the new function...

Didn't have time to test the latest version until now. I prefer the old speed (faster) much much much....much more.This one feels very...dragging. Other than that, what's the progress? I thought I said until Monday.

Didn't have time to test the latest version until now. I prefer the old speed (faster) much much much....much more.This one feels very...dragging.

collisionMonster: stmfd sp!, {r0-r10, lr} @ first grab our x,y coord into r0,r1 @ then loop through all monsters (1-7) @ and check boundries @ if a boundry check is true, THEN do a per pixel check ldr r0,=spriteX+128 ldr r0,[r0] @ player X ldr r1,=spriteY+128 ldr r1,[r1] @ player y mov r10,#65 @ monster number (65-71) collisionMonsterCheckLoop: ldr r2,=spriteActive ldr r2,[r2, r10, lsl#2] cmp r2,#0 beq colMonFail ldr r2,=spriteX ldr r2,[r2,r10,lsl#2] ldr r3,=spriteY ldr r3,[r3,r10,lsl#2] @ r0,r1=willy x/y @ r2,r3=monst x/y @ first, if px+15<mx or px>mx+15, no possible collision add r0,#15 cmp r0,r2 sub r0,#15 blt colMonFail add r2,#15 cmp r0,r2 sub r2,#15 bgt colMonFail @ next, if py+15<my or py>my+15, no possible collision add r1,#15 cmp r1,r3 sub r1,#15 blt colMonFail add r3,#15 cmp r1,r3 sub r3,#15 bgt colMonFail bl pixelDetect colMonFail: add r10,#1 cmp r10,#72 bne collisionMonsterCheckLoop ldmfd sp!, {r0-r10, pc} @----------------------------------------------- pixelDetect: stmfd sp!, {r0-r10, lr} @ clear cmap mov r0,#0 ldr r1,=colMonMap ldr r2,=576 bl dmaFillWords @ r10= number of the monster you have collided with @ we need to find what the sprite is ( we will also have to plot backwards for hflip=1) ldr r0,=spriteObj ldr r0,[r0,r10,lsl#2] @ r0= sprite object (0-max) @ now get the pointer to the memory adress of the image (each sprite = 256 bytes) ldr r1,=SPRITE_GFX_SUB lsl r0,#8 @ image * 256 add r1,r0 @ r1 should = pointer to image (8*8 tl) add r2,r1,#64 @ r2 = 8*8 tr add r3,r2,#64 @ r3 = 8*8 bl add r4,r3,#64 @ r4 = 8*8 br ldr r9,=spriteHFlip ldr r9,[r9,r10,lsl#2] @ sprite flip? 0=normal 1=reversed cmp r9,#0 bleq maskNormal @ grab data and shove to centre of colMonMap blne maskFlipped @ for normal and flipped sprites bl displaySpriteMap @ now we need to make your x/y 0-47 and alien is plotted in colMonMap at 16,16 ldr r0,=spriteX ldr r11,[r0,r10,lsl#2] @ r11=monster X ldr r0,=spriteY ldr r12,[r0,r10,lsl#2] @ r12=monster Y ldr r0,=spriteX+128 ldr r0,[r0] @ r0=your X sub r11,#16 @ r2 is now a diff value sub r0,r11 @ r0= x coord 0-47 ldr r1,=spriteY+128 ldr r1,[r1] @ r0=your Y sub r12,#16 sub r1,r12 @ r1= y coord 0-47 @ r0,r1 = x/y coord of you 0-47, so all we need to do is check against colMonMap at the x/y coord created here @ we need 2 checks, one for normal and one for flipped... GOD!!! ldr r2,=spriteHFlip+128 ldr r2,[r2] @ r2 = flip status cmp r2,#0 bleq pixelCheckNormal blne pixelCheckFlipped cmp r12,#1 @ r12 returned to say we have hit (0=false) bleq initDeath ldmfd sp!, {r0-r10, pc}@--------------------------- Grab normal datamaskNormal: stmfd sp!, {r0-r12, lr} ldr r5,=colMonMap add r5,#768+16 add r6,r5,#8 add r7,r5,#384 add r8,r7,#8 @ r1,r2,r3,r4 = 4 seqments of original sprite image @ r5,r6,r7,r8 = 4 segments to store to mov r0,#0 @ counter (0-63) mov r10,#0 @ byte counter (0-7) mNormalLoop: ldrb r9,[r1,r0] strb r9,[r5,r0] ldrb r9,[r2,r0] strb r9,[r6,r0] ldrb r9,[r3,r0] strb r9,[r7,r0] ldrb r9,[r4,r0] strb r9,[r8,r0] add r10,#1 cmp r10,#8 moveq r10,#0 addeq r5,#40 addeq r6,#40 addeq r7,#40 addeq r8,#40 add r0,#1 cmp r0,#64 bne mNormalLoop ldmfd sp!, {r0-r12, pc} @--------------------------- Grab flipped datamaskFlipped: stmfd sp!, {r0-r12, lr} ldr r5,=colMonMap add r5,#768+16 add r6,r5,#8 add r7,r5,#384 add r8,r7,#8 @ r1,r2,r3,r4 = 4 seqments of original sprite image @ r5,r6,r7,r8 = 4 segments to store to mov r0,#0 @ counter (0-63) mov r10,#7 @ byte counter (7-0) mFlipLoop: ldrb r9,[r1,r0] @ need to read backwards? strb r9,[r6,r10] ldrb r9,[r2,r0] strb r9,[r5,r10] ldrb r9,[r3,r0] strb r9,[r8,r10] ldrb r9,[r4,r0] strb r9,[r7,r10] subs r10,#1 movmi r10,#7 addmi r5,#48 addmi r6,#48 addmi r7,#48 addmi r8,#48 add r0,#1 cmp r0,#64 bne mFlipLoop ldmfd sp!, {r0-r12, pc}@--------------------------displaySpriteMap: stmfd sp!, {r0-r10, lr} ldr r0,=colMonMap add r0,#768+16 mov r11,#0 @ x mov r8,#0 @ y mov r9,#1 @ digits mov r7,#0 @ which display mov r1,#0 @ counter (0-256) dsmLoop: ldrb r10,[r0,r1] bl drawDigits add r11,#1 cmp r11,#16 moveq r11,#0 addeq r8,#1 addeq r0,#32 add r1,#1 cmp r1,#256 bne dsmLoop ldmfd sp!, {r0-r10, pc} @--------------------------- check NormalpixelCheckNormal: stmfd sp!, {r0-r11, lr} @ r0,r1 = position to start in the colMonData, convert to location @ y*48+x mov r2,#48 mul r1,r2 @ mul Y by 48 add r1,r0 @ add x ldr r2,=colMonMap add r1,r2 @ r1=colmap top left pixel add r2,r1,#8 @ r2=colmap top right add r3,r1,#384 @ r3=colmap bot left add r4,r3,#8 @ r4=colmap bot right ldr r11,=spriteObj+128 ldr r11,[r11] @ r11= object of sprite ldr r5,=SPRITE_GFX_SUB lsl r11,#8 @ image * 256 add r5,r11 @ r5 should = pointer to image (8*8 tl) add r6,r5,#64 @ r6 = 8*8 tr add r7,r6,#64 @ r7 = 8*8 bl add r8,r7,#64 @ r8 = 8*8 br @ ok, we need to loop through colmap and read the value if the players is not 0 mov r9,#0 @ counter 0-63 mov r10,#0 @ pixel counter 0-7 pCheckNLoop: ldrb r11,[r5,r9] @ sprite top left 8*8 cmp r11,#0 beq pCheckN1 @ skip if set ldrb r11,[r1,r9] cmp r11,#0 bne pixelCheckNormalHit pCheckN1: ldrb r11,[r6,r9] @ sprite top left 8*8 cmp r11,#0 beq pCheckN2 @ skip if set ldrb r11,[r2,r9] cmp r11,#0 bne pixelCheckNormalHit pCheckN2: ldrb r11,[r7,r9] @ sprite top left 8*8 cmp r11,#0 beq pCheckN3 @ skip if set ldrb r11,[r3,r9] cmp r11,#0 bne pixelCheckNormalHit pCheckN3: ldrb r11,[r8,r9] @ sprite top left 8*8 cmp r11,#0 beq pCheckN4 @ skip if set ldrb r11,[r4,r9] cmp r11,#0 bne pixelCheckNormalHit pCheckN4: add r10,#1 cmp r10,#8 moveq r10,#0 addeq r1,#40 addeq r2,#40 addeq r3,#40 addeq r4,#40 add r9,#1 cmp r9,#64 bne pCheckNLoop mov r12,#0 ldmfd sp!, {r0-r11, pc} pixelCheckNormalHit: mov r12,#1 ldmfd sp!, {r0-r11, pc}@--------------------------- check FlippedpixelCheckFlipped: stmfd sp!, {r0-r11, lr} @ r0,r1 = position to start in the colMonData, convert to location @ y*48+x mov r2,#48 mul r1,r2 @ mul Y by 48 add r1,r0 @ add x ldr r2,=colMonMap add r1,r2 @ r1=colmap top left pixel add r2,r1,#8 @ r2=colmap top right add r3,r1,#384 @ r3=colmap bot left add r4,r3,#8 @ r4=colmap bot right ldr r11,=spriteObj+128 ldr r11,[r11] @ r11= object of sprite ldr r5,=SPRITE_GFX_SUB lsl r11,#8 @ image * 256 add r5,r11 @ r5 should = pointer to image (8*8 tl) add r6,r5,#64 @ r6 = 8*8 tr add r7,r6,#64 @ r7 = 8*8 bl add r8,r7,#64 @ r8 = 8*8 br @ ok, we need to loop through colmap and read the value if the players is not 0 mov r9,#0 @ counter 0-63 mov r10,#7 @ pixel counter 0-7 pCheckFLoop: ldrb r11,[r6,r10] @ sprite top left 8*8 cmp r11,#0 beq pCheckF1 @ skip if set ldrb r11,[r1,r9] cmp r11,#0 bne pixelCheckFlippedHit pCheckF1: ldrb r11,[r5,r10] @ sprite top left 8*8 cmp r11,#0 beq pCheckF2 @ skip if set ldrb r11,[r2,r9] cmp r11,#0 bne pixelCheckFlippedHit pCheckF2: ldrb r11,[r8,r10] @ sprite top left 8*8 cmp r11,#0 beq pCheckF3 @ skip if set ldrb r11,[r3,r9] cmp r11,#0 bne pixelCheckFlippedHit pCheckF3: ldrb r11,[r7,r10] @ sprite top left 8*8 cmp r11,#0 beq pCheckN4 @ skip if set ldrb r11,[r4,r9] cmp r11,#0 bne pixelCheckFlippedHit pCheckF4: subs r10,#1 movmi r10,#7 addmi r1,#40 addmi r2,#40 addmi r3,#40 addmi r4,#40 addmi r5,#8 addmi r6,#8 addmi r7,#8 addmi r8,#8 add r9,#1 cmp r9,#64 bne pCheckFLoop mov r12,#0 ldmfd sp!, {r0-r11, pc} pixelCheckFlippedHit: mov r12,#1 ldmfd sp!, {r0-r11, pc} @-------------------------- .pool .align colMonMap: .space 2304

Sokky: Just reallised how easy this would be to turn into Horace... <snigger> (I wouldn't)