MobiusAqua Posted April 25, 2015 Share Posted April 25, 2015 This looks really cool! I'm impressed by the vertical scrolling in the background, too. It'll be epic to see how this turns out! Quote Link to comment Share on other sites More sharing options...
Bruce Tomlin Posted April 25, 2015 Share Posted April 25, 2015 I think I should mention something that I haven't see mentioned yet. Every byte of the DL and DLL and graphics takes a memory read cycle. The MARIA has two scan line buffers, one for the line just built, and another for the line being built. Every scan line, the MARIA displays the previous scan line and builds the new one. It builds the new one by reading bytes from memory, DL, DLL, graphics data, then putting the result in the scan line buffer. The 6502 is halted during this process. If there are any cycles left on the scan line, the 6502 gets to do stuff. If there is more data to display when the scan line finishes, tough luck. The current scan line is then swapped out to start building the next one. What this means is that it is possible to specify DLLs that can not be displayed on real hardware, but can be displayed on some (maybe many) emulators. It is a good idea to have some way to run code on real hardware, especially when you are developing the display kernel code that builds DLLs. Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted April 25, 2015 Share Posted April 25, 2015 He is using my devcart to run on real hardware. Quote Link to comment Share on other sites More sharing options...
Roy Posted April 25, 2015 Author Share Posted April 25, 2015 Thanks everyone, I'll definitely do my best! @Bruce: Yeah, that's something that's been haunting me since the start, hence the limitations I set.(save for the background, but I think it would be really boring without one! ) I'll definitely try to push as close to the limit as I can in future games. CPUWIZ's cart is a god send, every revision is tested! Quote Link to comment Share on other sites More sharing options...
gambler172 Posted April 26, 2015 Share Posted April 26, 2015 Hi Roy wow....we will have a new shooter greetings Walter Quote Link to comment Share on other sites More sharing options...
Roy Posted May 10, 2015 Author Share Posted May 10, 2015 Small update: I don't have any ROM to post at the moment, since there's not much to show since last time, but there have been many under the hood additions. Mostly I had to double the display list capacity to accommodate for player and enemy bullets. Testing a firing routine for the player glitched parts of the screen. I have a bit more room if I need to increase capacity again. Most of the framework for both enemy and player bullets are in place, but I'm working through problems related to managing so many bullets. I have a few more goodies to show off, but that'll have to wait till next time. I don't want to spoil too many things, so some things will be disabled until final release! Though I still have one huge problem! I have zero knowledge on how sound engines work. Composing is no issue. I can take a tracker and make something that almost resembles music, but programming a feature rich sound engine for a game... I currently have Ms Pacman's sound engine hacked into my program, but it can't use pokey and feels very constrained. Any help or suggestions on this front would be appreciated. 1 Quote Link to comment Share on other sites More sharing options...
Roy Posted May 21, 2015 Author Share Posted May 21, 2015 (edited) Going to upload the current build. I have not had as much time as I would like here lately, been trying to snag a new job! This build has working player bullets, framework for the menu taking shape, changed the wall graphics (how's it look?), added a new enemy type, and a bunch of boring under the hood changes. One thing I cannot decide on is how I am going to color everything. I want to keep a contrast between the background, enemies, and bullets because you gotta see what's about to kill you right? Anyone want to throw in suggestions? The bullets in this build do not collide with anything. (This is going to be a chore checking so many things.) Begin the game by pressing a fire button on the main screen and holding both buttons will rapidly reset the game. I was debating between holding the fire botton for rapid fire or having a "pump" based system, but remembered most 7800 controllers are not quite suited for long sessions of rapid button mashing. Rapid fire it is! SHMUP 7800.bin SHMUP 7800.a78 Edited May 21, 2015 by Roy 3 Quote Link to comment Share on other sites More sharing options...
Shawn Posted May 21, 2015 Share Posted May 21, 2015 anyone got a video they could post? Quote Link to comment Share on other sites More sharing options...
+Trebor Posted May 21, 2015 Share Posted May 21, 2015 anyone got a video they could post? I'll have one up this evening, Shawn. 1 Quote Link to comment Share on other sites More sharing options...
+Trebor Posted May 22, 2015 Share Posted May 22, 2015 As stated... https://www.youtube.com/watch?v=A-bKF_z6XVk Please note that the 'boss' engine effects are much smoother, consistent, and rapid than seen in the video. The lost frame(s) is a unfortunate side effect of the capture. This build has working player bullets, framework for the menu taking shape, changed the wall graphics (how's it look?) Fantastic! 2 Quote Link to comment Share on other sites More sharing options...
Rhomaios Posted May 22, 2015 Share Posted May 22, 2015 That's really awesome. I can't wait to add another shooter to the 7800 library. Quote Link to comment Share on other sites More sharing options...
MobiusAqua Posted May 22, 2015 Share Posted May 22, 2015 This really is starting to look better and better! Quote Link to comment Share on other sites More sharing options...
Roy Posted May 22, 2015 Author Share Posted May 22, 2015 Thanks Trebor for the videos and for the kind words everyone. After I get collisions working, I'll add in some effects that should really make this project "pop". Also have a question: I would like to be able to modify my palette data, but every time I write to the palette registers, it corrupts my game. For example if I wanted to flash the background color from black to whatever color. I think I read somewhere I should do so during a DLI, but when I did it messed up. Anyone have some examples how this should be done? Quote Link to comment Share on other sites More sharing options...
RevEng Posted May 22, 2015 Share Posted May 22, 2015 You can write to the P#C# palette registers at any time, though if you're repeatedly changing the register during visible screen drawing you may be able to see the color change transition line on objects using that color. Not sure what the problem is... keep in mind they're write-only registers. If the problem isn't that, maybe post the code. Quote Link to comment Share on other sites More sharing options...
Roy Posted May 23, 2015 Author Share Posted May 23, 2015 OK, I'll take a look later tonight. Maybe I somehow wrote to the wrong register. Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted May 23, 2015 Share Posted May 23, 2015 You didn't do something like this, right? inc BACKGRND That won't fly, but you can create cool background patterns (for debugging), with the right delay(s), something like this is cheap and easy... lda #$7f sta CTRL ; turn off DMA etc. loop: inc temp lda temp sta BACKGRND nop nop nop jmp loop ; forever -> I use that kind of loop as a debug aid all the time, when I am working on code that is supposed to aid in debugging. LOL Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted May 23, 2015 Share Posted May 23, 2015 I forgot to mention, in order to just do background color fades or flashes, you don't need a DLI, just do it right after you wait for VBlank and you'll be fine. Quote Link to comment Share on other sites More sharing options...
Roy Posted May 23, 2015 Author Share Posted May 23, 2015 (edited) Neat! I'll be sure to play around with that code, see what happens. Edit because I don't want to bump this thread yet: I have taken some time from this project to learn some modern programming. (C#, etc...) Once I do this, I'll be able to make myself some better tools and have a stronger grasp at programming in general. I still frequent this site and have every intention to finish it! This may push back my timeframe I wanted, but I really need to do this and go to school while I'm at it. I'll keep checking in and provide any updates I make! Edited July 6, 2015 by Roy Quote Link to comment Share on other sites More sharing options...
preetlove Posted July 23, 2015 Share Posted July 23, 2015 I must say, the scroll bar and color contrast is simply awesome. great job dude Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted August 20, 2015 Share Posted August 20, 2015 Neat! I'll be sure to play around with that code, see what happens. Edit because I don't want to bump this thread yet: I have taken some time from this project to learn some modern programming. (C#, etc...) Once I do this, I'll be able to make myself some better tools and have a stronger grasp at programming in general. I still frequent this site and have every intention to finish it! This may push back my timeframe I wanted, but I really need to do this and go to school while I'm at it. I'll keep checking in and provide any updates I make! It is almost September. Quote Link to comment Share on other sites More sharing options...
Roy Posted August 21, 2015 Author Share Posted August 21, 2015 (edited) Yeah, progress is still slow. Lately I have been trying to fix a bug that scrambles my screen once and a while. Like I said previously, my timeframe is getting pushed back due to current issues at home and school. I'm also in the middle of learning C programming, since knowing only assembly sort of limits what I can work with! You guys will see this completed, don't worry! Ninja edit:OK, lemme catch you guys up real quick. Recently I fixed all my graphics issues, everything displays as it should. I also have the menu in place, but only start game works properly. I have also added a introduction cutscene thing showing the ship launching. For now, I have completely stripped out the collision since it was not working as it should. This Sunday after I tweak a few routines, I'll post another ROM. You won't see too much more compared to last time, since most changes are under the hood. More to come later! Second ninja edit: Ok, the ROM is attached. Tested and works on real hardware and MESS. Again, not bumping due to lack of content. I'm having issues with writing to the pokey chip in my sound engine that I'm working on, so that's ripped out along with a broken collision routine. In this, you can see that I'm playing with the idea of background pieces moving when you bank left and right. Biggest addition is the intro sequence. The final version will be extended and sped up(and slightly changed to remove flickering in the center background piece) and I'll draw some more text. (Probably like GET READY! or something.) Last thing changed is the title. In the end, I want this to be a more light-hearted shooter with a festival-like theme. Still undecided on the title though. If you see this before my next thread bump, thanks for the interest! I hope to have this done as soon as possible. Bullet Festival.a78 Edited August 31, 2015 by Roy 4 Quote Link to comment Share on other sites More sharing options...
atarianallstar Posted September 8, 2015 Share Posted September 8, 2015 Keep up to good work! It already looks awesome! Quote Link to comment Share on other sites More sharing options...
+Trebor Posted September 9, 2015 Share Posted September 9, 2015 Ninja edits eluded me for more than a week. Must practice more...Wax On, Wax Off and Paint the Fence. More importantly, really impressive work, Roy. Keep it up and thank you for sharing the updates and keeping us all in the development loop...Great stuff! 2 Quote Link to comment Share on other sites More sharing options...
PhoenixMoonPatrol Posted September 9, 2015 Share Posted September 9, 2015 OOOh another home brew in the making. Hope you continue to make good progress with this. The graphics look great! Quote Link to comment Share on other sites More sharing options...
KidGameR186496 Posted August 15, 2016 Share Posted August 15, 2016 Is there any update on this project? Quote Link to comment Share on other sites More sharing options...
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