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igbrokeigpeət

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tjandearl.gif

Press 🤬 to slap Macaulay Culkin
Where was Keiran Culkin, though?
 

silent_passenger

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View attachment 12463

Press 🤬 to slap Macaulay Culkin
Where was Keiran Culkin, though?
I'm here for slapping. The game is just a bonus.

P. S.

Is that a birthday cake? Happy birthday, Macaulay!
 

Kid Kidding

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(maybe dupe)
 
Last edited:

BurningPixels

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B-Bu-But... it was me. :cry:
The thing is you can't find it in the thread by it's name/title, BUT you can search it's number^^
Ah ok that's why I didn't find by the name search. For some reason I forgot to add it (y)
Just ran across the "Art Of Fighting 98" Source Code from Neo Geo...in fucking assembler 🤯
Code:
************************************************************************
*                                       *
*        [[[ NOP ]]]  OBJECT ACTION PROGRAM               *
*                                       *
************************************************************************



        XDEF    MAIN_ACTION,GET_REL_POS,INIT_SORT,ORDER_SET
        XDEF    ACTION,ACTION_SET,ACT_COUNT_SET
        XDEF    NEXT_ACTION,HIT_AREA_SET,SORT_SET

        XDEF    CHARA_SET


        XREF    ?A5
;by SOUND
        XREF    SET_SOUND,SET_SPHERO



        SECT.S    SYS,,C

        INCLUDE    NEO_GEO.INC    @@@
        INCLUDE    LABEL.INC


CH_TABLE    EQU    0FCH
USER_ACT    EQU    900H


        IFNE    0

;
;        *** sprite(obj) action program sequence ***
;

in main routine

        JSR    INIT_SORT    initialize SORT_WORK
LOOP:
        JSR    user PWORK move program
;        (A6=temp PWORK)
        JSR    MAIN_ACTION    action logical process
        LOOP

        JSR    ORDER_SET    sorting order set for interruput


in interrupt routine (after color generate process)

        JSR    ACTION        action physical process
                    (output LSPC)



;
;        *** logical action process ***
;

MAIN_ACTION:
        JSR    NEXT_ACTION

        ACT_COUNT(action counter) increment by ACT_TIMER-ACT_DEC
            if ACT_DEC d7=1 then action stop
        parameter set by ACT_No & ACT_COUNT
            hit area data (only ACT_COUNT=0)
            ACT_FLAG (d0-3 don't care)
            ACT_ADRS (for ACTION program)

        JSR    HIT_AREA_SET(PC)

        hit area calcurate by temporary position & reduction

        JSR    SORT_SET(PC)

        SORT_WORK set by PRIORITY (0=low - FF=high)

        RTS

ORDER_SET:
        transfwer work No from SORT_WORK to ORDER_BUFFER
        by OBJ_DIV_POINT


    OBJ_DIV_POINT data format
        [order command insert prioriry No (word),
        order command (word-high byte don't care)],......

    ex.
        DC.W    40H,80H+5*4,0C0H,80H+2*4,-1
               a)           b)       c)
        a) SORT_WORK+40H insert order command 5
        b) SORT_WORK+C0H insert order command 2
        c) dummy data

;
;        *** physical action process ***
;

ACTION

    ORDER_BUFFER (sprite transfer order & command) format

        0=<data<80H    data is transfere PWORK No
        80H=<data    data is order command*4+80H

    order command
        0    :all job end
        1    :sprite group change to OBJ2 normal type
        2    :sprite group change to OBJ3 normal type
        3    :sprite group change to OBJ4 normal type
        4    :start sprite group change to OBJ1 double type
        5    :sprite group change to OBJ2 double type
        6    :sprite group change to OBJ3 double type
        7    :sprite group change to OBJ4 double type

    sprite group definition
        OBJ1(-4)_MAP
            start sprite No (word)
            use sprite count (word)
        *** double type real use sprite count*2
            and count set value must be 8*n. (n=1,2,3,...)
    start sprite group is OBJ1 normal type.

*** action use parameter ***

REL_X(Y)    display base x(y) position
        use normal relocate co-ordinates

DISP_X(Y)    display offset

ACT_ATTR    action attribute bit work

    ACTAT_FLIP    d0    softwear h flip
    ACTAT_ERACE    d3    non use y area (=<16) clear (*1)
    ACTAT_CUT    d4    h over display area cut (*2)
    ACTAT_OFF    d5    non display
    ACTAT_FLASH    d6    palette fixed by FLASH_PALETTE (*1)
    ACTAT_SET    d7    character change (*2)

        (*1)    flag auto clear
        (*2)    not effectiv in double sprite type

BIG_X(Y)    display x(y) reduction. {(n+1)/256}

PALETTE_ADD    display palette add value (normal 0)
FLASH_PALETTE    flash palette code (set ACTAT_FLASH)
Code:
;
;        ***    CHARA DATA (RYO SAKAZAKI) ***
;


        SECT    CHARA,2,D

        INCLUDE    SMACRO.INC
        INCLUDE    SCODE.INC
        INCLUDE    CH_MAC.INC


        IFNE    0

    hit flag bit configration

        /-----gard        attack use macro
        l/----weak point      UHIT,UHIT_off
        ll/---head
        lll/--body1
        llll/-body2
        00000


    action flag configration

        /--------7: action end
        l/-------6:move stop (in jump).  can't stop (in walk)
        ll/------5:jump down act stop.  offset jump (non fall)
        lll/-----4:in attack (for gard action)
        llll/----3:dummy end
        lllll/---3:priority
        llllll/--1:   "    (000=lowest 100=normal 111=highest)
        lllllll/-0:   "
        000 00000

        ENDC


;*****************************************************************************



;        ¶µ¥ËÀÞØÀÞÒ°¼Þ

        CNAME    H1_DAM_HLS

        CHT2    00110B,00000001B,08,H1_DAM_HL_1
        CHT2    00110B,00000001B,06,H1_DAM_HL_2
        CHT2    00110B,00000001B,01,H1_DAM_HL_4
        CHT2    00110B,10000001B,00,H1_DAM_HL_4

        CNAME    H1_DAM_HLM

        CHT2    00110B,00000001B,10,H1_DAM_HL_1
        CHT2    00110B,00000001B,14,H1_DAM_HL_2
        CHT2    00110B,00000001B,01,H1_DAM_HL_4
        CHT2    00110B,10000001B,00,H1_DAM_HL_4

        CNAME    H1_DAM_HLL

        CHT2    00110B,00000001B,12,H1_DAM_HLL_1
        CHT2    00110B,00000001B,05,H1_DAM_HL_2
        CHT2    00110B,00000001B,07,H1_DAM_HL_3
        CHT2    00110B,00000001B,04,H1_DAM_HL_2
        CHT2    00110B,00000001B,01,H1_DAM_HL_4
        CHT2    00110B,10000001B,00,H1_DAM_HL_4

        CNAME    H1_DAM_LLL

        CHT2    00110B,00000001B,12,H1_DAM_LLL_1
        CHT2    00110B,00000001B,05,H1_DAM_HL_2
        CHT2    00110B,00000001B,07,H1_DAM_HL_3
        CHT2    00110B,00000001B,04,H1_DAM_HL_2
        CHT2    00110B,00000001B,01,H1_DAM_HL_4
        CHT2    00110B,10000001B,00,H1_DAM_HL_4

        CNAME    H1_DAM_HLJ

        CHT2    00110B,01000001B,12,H1_DAM_HLJ_1
        CHT2    00110B,01000001B,02,H1_DAM_HL_2
        CHT2    00110B,00000001B,06,H1_DAM_J_3
        CHT2    00110B,00000001B,05,H1_DAM_J_4    up stop
        CHT2    00010B,00100001B,00,H1_DAM_J_5    down stop
        CHT2    00010B,01000001B,05,H1_DAM_J_6    bound next
        CHT2    00010B,00100001B,00,H1_DAM_J_7
        CHT2    00010B,00000001B,20,H1_DAM_J_8
        CHT2    00000B,10000001B,00,H1_DAM_J_9

H1_DAM_HL_1:
        HIT    -58,138,21,26        H
        HIT    -58,112,60        B1
        UHIT2    -40,104,38,97
        KAGE    1
        EFFECT    S_RYO_D_S,S_RYO_D_B
        ADC    10000000B,0,0
H1_DAM_HL_1S
        CODE    5A5H,-63,160
        CEND

Even I'M not this insane :ROFLMAO:

EDIT:

For the record thats two SMALL snippets from two files, out of...well, alot :LOL:
:LOL: Cool, do you want to hack it?
 

WhatNitrous

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🎰😱Raffle 🎰


View attachment 12463

Press 🤬 to slap Macaulay Culkin
Where was Keiran Culkin, though?
I'm here for slapping. The game is just a bonus.

P. S.

Is that a birthday cake? Happy birthday, Macaulay!
Seconded, good game choice for this :ROFLMAO:

Speaking of good games, I think I just caught River City Girls in a fanatical bundle, I'll be back.

I diiiid, I diiid. One more off the wishlist :LOL:
 
Last edited:

WhatNitrous

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Also, I should correct myself on this one:


It's kinda NOT free 'cause it's only for the subscribers i.e. you need to spend $4-5 and only after THAT it'll be available for 10k coins.
Sorry.😔
Like i said, I wouldn't waste the time anyways...no need to apologize for info I completely ignored :LOL:

Thanks for corrected yourself in case though, and for anyone else.
 

TurdSplat

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Messages
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Points
113
Just ran across the "Art Of Fighting 98" Source Code from Neo Geo...in fucking assembler 🤯
Code:
************************************************************************
*                                       *
*        [[[ NOP ]]]  OBJECT ACTION PROGRAM               *
*                                       *
************************************************************************



        XDEF    MAIN_ACTION,GET_REL_POS,INIT_SORT,ORDER_SET
        XDEF    ACTION,ACTION_SET,ACT_COUNT_SET
        XDEF    NEXT_ACTION,HIT_AREA_SET,SORT_SET

        XDEF    CHARA_SET


        XREF    ?A5
;by SOUND
        XREF    SET_SOUND,SET_SPHERO



        SECT.S    SYS,,C

        INCLUDE    NEO_GEO.INC    @@@
        INCLUDE    LABEL.INC


CH_TABLE    EQU    0FCH
USER_ACT    EQU    900H


        IFNE    0

;
;        *** sprite(obj) action program sequence ***
;

in main routine

        JSR    INIT_SORT    initialize SORT_WORK
LOOP:
        JSR    user PWORK move program
;        (A6=temp PWORK)
        JSR    MAIN_ACTION    action logical process
        LOOP

        JSR    ORDER_SET    sorting order set for interruput


in interrupt routine (after color generate process)

        JSR    ACTION        action physical process
                    (output LSPC)



;
;        *** logical action process ***
;

MAIN_ACTION:
        JSR    NEXT_ACTION

        ACT_COUNT(action counter) increment by ACT_TIMER-ACT_DEC
            if ACT_DEC d7=1 then action stop
        parameter set by ACT_No & ACT_COUNT
            hit area data (only ACT_COUNT=0)
            ACT_FLAG (d0-3 don't care)
            ACT_ADRS (for ACTION program)

        JSR    HIT_AREA_SET(PC)

        hit area calcurate by temporary position & reduction

        JSR    SORT_SET(PC)

        SORT_WORK set by PRIORITY (0=low - FF=high)

        RTS

ORDER_SET:
        transfwer work No from SORT_WORK to ORDER_BUFFER
        by OBJ_DIV_POINT


    OBJ_DIV_POINT data format
        [order command insert prioriry No (word),
        order command (word-high byte don't care)],......

    ex.
        DC.W    40H,80H+5*4,0C0H,80H+2*4,-1
               a)           b)       c)
        a) SORT_WORK+40H insert order command 5
        b) SORT_WORK+C0H insert order command 2
        c) dummy data

;
;        *** physical action process ***
;

ACTION

    ORDER_BUFFER (sprite transfer order & command) format

        0=<data<80H    data is transfere PWORK No
        80H=<data    data is order command*4+80H

    order command
        0    :all job end
        1    :sprite group change to OBJ2 normal type
        2    :sprite group change to OBJ3 normal type
        3    :sprite group change to OBJ4 normal type
        4    :start sprite group change to OBJ1 double type
        5    :sprite group change to OBJ2 double type
        6    :sprite group change to OBJ3 double type
        7    :sprite group change to OBJ4 double type

    sprite group definition
        OBJ1(-4)_MAP
            start sprite No (word)
            use sprite count (word)
        *** double type real use sprite count*2
            and count set value must be 8*n. (n=1,2,3,...)
    start sprite group is OBJ1 normal type.

*** action use parameter ***

REL_X(Y)    display base x(y) position
        use normal relocate co-ordinates

DISP_X(Y)    display offset

ACT_ATTR    action attribute bit work

    ACTAT_FLIP    d0    softwear h flip
    ACTAT_ERACE    d3    non use y area (=<16) clear (*1)
    ACTAT_CUT    d4    h over display area cut (*2)
    ACTAT_OFF    d5    non display
    ACTAT_FLASH    d6    palette fixed by FLASH_PALETTE (*1)
    ACTAT_SET    d7    character change (*2)

        (*1)    flag auto clear
        (*2)    not effectiv in double sprite type

BIG_X(Y)    display x(y) reduction. {(n+1)/256}

PALETTE_ADD    display palette add value (normal 0)
FLASH_PALETTE    flash palette code (set ACTAT_FLASH)
Code:
;
;        ***    CHARA DATA (RYO SAKAZAKI) ***
;


        SECT    CHARA,2,D

        INCLUDE    SMACRO.INC
        INCLUDE    SCODE.INC
        INCLUDE    CH_MAC.INC


        IFNE    0

    hit flag bit configration

        /-----gard        attack use macro
        l/----weak point      UHIT,UHIT_off
        ll/---head
        lll/--body1
        llll/-body2
        00000


    action flag configration

        /--------7: action end
        l/-------6:move stop (in jump).  can't stop (in walk)
        ll/------5:jump down act stop.  offset jump (non fall)
        lll/-----4:in attack (for gard action)
        llll/----3:dummy end
        lllll/---3:priority
        llllll/--1:   "    (000=lowest 100=normal 111=highest)
        lllllll/-0:   "
        000 00000

        ENDC


;*****************************************************************************



;        ¶µ¥ËÀÞØÀÞÒ°¼Þ

        CNAME    H1_DAM_HLS

        CHT2    00110B,00000001B,08,H1_DAM_HL_1
        CHT2    00110B,00000001B,06,H1_DAM_HL_2
        CHT2    00110B,00000001B,01,H1_DAM_HL_4
        CHT2    00110B,10000001B,00,H1_DAM_HL_4

        CNAME    H1_DAM_HLM

        CHT2    00110B,00000001B,10,H1_DAM_HL_1
        CHT2    00110B,00000001B,14,H1_DAM_HL_2
        CHT2    00110B,00000001B,01,H1_DAM_HL_4
        CHT2    00110B,10000001B,00,H1_DAM_HL_4

        CNAME    H1_DAM_HLL

        CHT2    00110B,00000001B,12,H1_DAM_HLL_1
        CHT2    00110B,00000001B,05,H1_DAM_HL_2
        CHT2    00110B,00000001B,07,H1_DAM_HL_3
        CHT2    00110B,00000001B,04,H1_DAM_HL_2
        CHT2    00110B,00000001B,01,H1_DAM_HL_4
        CHT2    00110B,10000001B,00,H1_DAM_HL_4

        CNAME    H1_DAM_LLL

        CHT2    00110B,00000001B,12,H1_DAM_LLL_1
        CHT2    00110B,00000001B,05,H1_DAM_HL_2
        CHT2    00110B,00000001B,07,H1_DAM_HL_3
        CHT2    00110B,00000001B,04,H1_DAM_HL_2
        CHT2    00110B,00000001B,01,H1_DAM_HL_4
        CHT2    00110B,10000001B,00,H1_DAM_HL_4

        CNAME    H1_DAM_HLJ

        CHT2    00110B,01000001B,12,H1_DAM_HLJ_1
        CHT2    00110B,01000001B,02,H1_DAM_HL_2
        CHT2    00110B,00000001B,06,H1_DAM_J_3
        CHT2    00110B,00000001B,05,H1_DAM_J_4    up stop
        CHT2    00010B,00100001B,00,H1_DAM_J_5    down stop
        CHT2    00010B,01000001B,05,H1_DAM_J_6    bound next
        CHT2    00010B,00100001B,00,H1_DAM_J_7
        CHT2    00010B,00000001B,20,H1_DAM_J_8
        CHT2    00000B,10000001B,00,H1_DAM_J_9

H1_DAM_HL_1:
        HIT    -58,138,21,26        H
        HIT    -58,112,60        B1
        UHIT2    -40,104,38,97
        KAGE    1
        EFFECT    S_RYO_D_S,S_RYO_D_B
        ADC    10000000B,0,0
H1_DAM_HL_1S
        CODE    5A5H,-63,160
        CEND

Even I'M not this insane :ROFLMAO:

EDIT:

For the record thats two SMALL snippets from two files, out of...well, alot :LOL:
This reminded me of something I saw a while back. 😄
I wonder if you write code like that. 🤔


Huge thanks to silent_passenger for Lost Ruins and WhatNitrous for Gotham Twink Patrol! 😘
I'll gladly PP you both as thanks, just let me know. (y)
I'm not sure what's worse, being forced to receive the PP first, or sloppy seconds. 🤣
 

WhatNitrous

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Both of these games have one click to enter play tests, but battle bit says it ends in 2 days, last chance 🤷‍♂️


 

WhatNitrous

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This reminded me of something I saw a while back. 😄
I wonder if you write code like that. 🤔
I've read that before, Windows 1.0 had a bunch of little easter eggs with the devs names and such IIRC, along with an Icon or something, unless its another story of this.

I believe some bigwig today was one of them too at the time.

I would if I worked for a major corporation, but as a solo dev (I've actually refused endorsements, partnerships, and a job from Microsoft in my life), putting hidden things like that inside my program is sort of pointless.

It does remind me of one time I put a password on a secret area of my program and made guessing wrong terminate whatever the user was doing, online or off, and shutdown the PC brutally without saving anything.

But heres where it gets really funny, the only secret you got for putting in the right password was that it DIDN'T shut you down entirely :ROFLMAO:

Such a dick move :LOL:
I'm not sure what's worse, being forced to receive the PP first, or sloppy seconds. 🤣
Preference to death 🙋‍♂️ :LOL:
 

WhatNitrous

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Cool, do you want to hack it?
First off I was half asleep and just 'assumed' it was assembler using binary or hex files externally with a different file extension when I saw some of the instructions (JSR made me think of JMP, etc), its similar but its not actually real assembler, more of a mixed bag between a program loading assembler instruction with higher level commands if I had to guess without hunting down THAT source code next.

Thanks to pete for pointing that out to me, I went on to look at multiple other games source code all the way into some Steam games.

I didn't care enough to go back and correct myself because its still a fucking insane way to program a video game at any rate.

On top of all that, I honestly doubt we could...writing any code in that time was hard enough. Unless you were already extremely good at the languages in the first place, I'd need to call you a shrink if you waned to try reading it in reverse...you either need one already, or you will by the time your done :ROFLMAO:

Be lucky to be able to code something to draw the characters :LOL:

That reminded me of something else I came across yesterday (thank you Steam)

1686237946808~2.jpg
 

WhatNitrous

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So...just went to give V Rising a try...needed to create my own server to play Single Player? Wtf is that?

At the least I found a working controller config thanks to somebody's extreme fucking effort into it.

IMG_20230609_0026412~2.jpg

I would have posted some better shots...but I could (literally) smell my PC 🔥 burning 🔥 while I was trying to design me a sexy vampire, so I had to force exit and throw my fans on max and then decided to finish my downloading first.

I did grab one shot from River City Girls because I was fucking dying :LOL:
IMG_20230609_0022397~2.jpg

And evidently my new top Racing Game is now the EA Launcher because that actually makes Steam recognize my fucking controller again :ROFLMAO:
 
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