PC Engine Homebrew News: The duo that brought you FX-Unit Yuki returns! A demo for "Nyanja!" is available, an action platformer akin to games like Bubble Bobble & Snow Bros in gameplay style.
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Messages - Aladar

#1
PC Engine - Bubble Bobble WIP 20181223

First version with audio(13 sound effects).
#2
Quote from: Dicer on 09/13/2017, 12:52 PM1. Bubble Bobble i'm sure it's still chugging along, would just LOVE an update.
I'm really sorry but I got tired (again) and so not much progress in the last six months.
The project is still alive but don't hold your breath...
#3
I'm really sorry but I got tired (again) and so not much progress in the last six months.
The project is still alive but don't hold your breath...
#4
Quote from: Dicer on 12/20/2016, 07:26 PMAny chance of a public beta, say as a nice lil xmas present...
Sorry, only beta testers will receive it in advance.
#5
WIP 20160615

Added:
- "WELCOME TO SECRET ROUND" text in the secret rooms.
- Japanese text in the demo level.
- Options screen.

TODO:
- Music and sound FX.
- Pause button.

Good news: the project is still alive.

Bad news: this year I haven't done much.
After years I got tired but after a break of six months I'm back to work on Bubble Bobble.
#6
Quote from: guest on 12/17/2015, 02:00 PMSo basically, the game is complete other than a few superfluous features and sound. =D>
Don't be fooled by the TODO list, in fact it is what is missing and not what to do.
There is still a lot to do: clean and optimize the code, reorganize the data, fix various things, etc.

Quote from: TurboXray on 12/17/2015, 02:18 PMAre you writing a music engine or using something already out there? Just curious, since this kinda came up in a recent thread. And are you going to convert the music yourself or have someone redo them for you?

 Btw - this looks awesome. What assembler or compiler did you end up using?
I will convert the music myself, for the engine I have not decided yet.

PCEAS v3.22 by Tomaitheous ;)
It is simple and I like the @ operator and the use of square brackets for the indirection.
I hate the use of + and - for the local labels... and breaks the consistency!
#7
WIP 20151217

Added:
- Level 100.
- Ending(s).

TODO:
- Music and sound FX.
- "WELCOME TO SECRET ROUND" text in the secret rooms.
- Japanese text in the demo level.
- Options screen.
- Pause button.

IMG IMG
#8
Quoteyou may need to take a look at the docs again(page H7-19).
QuoteAhh I see it in the docs now: 2d+1 and 2(e-2),max 16.
Which document? I don't remember an explicit and detailed reference to sprites dropout.
#9
Here's proof(each dot is a sprite):

IMG
IMG
#10
Quote from: TurboXray on 12/11/2015, 01:25 PMAre you going to run out of SAT entries doing this? At a 208x160 viewable window, it's 7x5 entries if the ENTIRE screen was filled with 32x32 sprites. That's 35 sprite entries of the 64. So I think we're in a pretty safe zone. If even that max was pushed to 48 entries, for whatever reason, that still leaves 16 entries open for the character and enemies. More than enough for considering sprite objects can be quite large. Do the sprites for the pseudo layer have to be 32x32 in size? No. I would do a 32x32 tilemap system, with a meta tile lookup table that would be capable of displaying any size and combination of multiple sprites inside that definition (including fine pixel offsets). 
With a screen of 208 pixels you have 52 sprites not 64...
#12
WIP 20150610

Added:
- EXTEND screen.
- Fire bubbles effect.
- Potions.

TODO:
- Level 100.
- Ending(s).
- Music and sound FX.
- Various little things.

IMG IMG
IMG
#13
The arcade is the only source, I have reverse engineered the coin-op and deeply studied the code.
The Z80 code is translated in the HuC6280 code but not in a mechanical way otherwise is too slow and big.
Every piece of code is redesigned to behave exactly as the original but with the speed and compactness of a code written with the HuC6280 in mind.
So the enemies behavior is perfectly reproduced, even the bugs!
In the future I will release the source code so everyone can mod it.
#14
Tested years ago with every single opcode: SET affects only ADC, AND, EOR and ORA.
#15
WIP 20150325

Added:
- Today's record screen.
- Water bubbles effect.
- Blu cross, yellow cross and skull.

TODO:
- EXTEND screen.
- Fire bubbles effect.
- Potions.
- Level 100.
- Ending(s).
- Music and sound FX.
- Various little things.

I hope to release the game by the end of this year.
Only beta testers will receive it in advance.

IMGIMG
#16
From my little experience in developing a commercial-grade game(Bubble Bobble) I can say that PCEAS is adequate.
A nice addition would be the possibility for the code to go beyond the 8kB limit(PCEAS2 v3.22(Tomaitheous release) don't work correctly).

What I really need is a symbolic debugger...
#17
WIP 20150218

Added:
- Side borders of the platforms.
- Secret Rooms.
- Various power-ups effects.

TODO:
- Today's record screen.
- EXTEND screen.
- Water and fire bubbles effects.
- Power-ups effects for potions, blu cross, yellow cross and skull.
- Level 100.
- Ending(s).
- Music and sound FX.
- Various little things.

IMGIMG
#18
Quote from: touko on 12/11/2014, 05:30 AM
Quote from: Aladar on 12/11/2014, 05:19 AMFrom my old tests exactly 168 bytes per line(5 cycles are not used).
With the sync disabled between VDC and VCE the transfer is slighty better because every cycle is used.
Are for all kind of DMA ??
Tested only VRAM to VRAM DMA.
Results:
- 5.37 MHz: 168 bytes/line.
- 5.37 MHz (no VDC-VCE sync): ~170.5 bytes/line (with HSW=2, HDS=2, HDW=$1F and HDE=4).
- 7.16 MHz (no VDC-VCE sync): 227.5 bytes/line.
#19
From my old tests exactly 168 bytes per line(5 cycles are not used).
With the sync disabled between VDC and VCE the transfer is slighty better because every cycle is used.
#20
Tested years ago: VRAM-to-VRAM DMA transfers one word per 4 VDC cycles.
#22
Added all the missing enemies.
PC Engine - Bubble Bobble WIP 20140831
#23
By the end of this week I will add the remaining enemies.

TODO:
- Title screen.
- Normal/Super selection screen.
- Today's record screen.
- Score system and record table.
- Start screen.
- EXTEND screen.
- Secret rooms.
- Water and fire bubbles effects.
- Various power-ups effects.
- Level 100.
- Ending(s).
- Music and sound FX.
- Various little things.
#24
Quote from: TurboXray on 08/22/2014, 11:38 AMAhh, so you're on the darkside as one of us :)  I'm not sure where I got the idea that it was HuC, that you were using. What assembler are you using?
PCEAS v3.22 by Tomaitheous  :wink:

QuoteI have one now, that is tracker style/based. That's what I'm going to be using for this little homebrew that I'm working on. If you're interested, I'll clean it up and release the source code. If you end up making your own or such, would you mind sharing it as well?
Yes, please release the source code.
I will share everything that is worthy.
#25
QuoteYou're doing this in HuC? How's that working out? Old Rov and Arkhan had some speed up routines/ideas that they used for HuC - if it comes to that.
Everything is in pure assembly code, thanks anyway.

QuoteAre you going to be using Squirrel for the sound engine/fx?
The sound will be the last thing I will add, so I have not decided yet.
#26
Added Zen-Chan and Banebou.
IMG IMG
#28
First successful compilation:
IMG IMG
#29
Now I have enough code for an incomplete but playable version.
In the next few days I will try to compile all, however I expect a lot of errors... fingers crossed! [-o<
#30
Update:
Pulpul, Monsta and Skel-Monsta/Rascal code is done.
Currently I'm working on player routines and various other things.
The SuperGrafx version is dead.
I hope to get a playable demo for this summer.

In the meantime you can play Bubble Bobble Lost Cave.
#31
Update:
bubbles routines, collisions(slave Z80 code) and various other things are now converted into HuC6280 assembly.
Currently I'm working on enemies routines.
The first version will be for SuperGrafx then PC Engine(HuCard and maybe CD-ROM but I can change my mind).
#32
Thanks for all the replies and suggestions.
Ok, no SuperGrafx exclusive.

Quote from: Nando on 04/29/2013, 12:35 PMAny screenshots?
I doubt you'll see something before months...
#33
I want to inform you that the project is still alive even if progresses slowly.
I am currently completing the preparatory work for the assembly conversion.
Now I have to choose the format: HuCard or CD?
I'm also considering the possibility of a SuperGrafx exclusive.
I know that many will not like this choice but thanks to the second background and more VRAM the code is simpler.
#34
Quote from: Aladar on 06/16/2012, 09:21 PMI think the problem is the /WR signal.
Years ago I discovered that the HuC6280 generates spurious writings during the START and RESET sequences.
More info tomorrow, I'm going to sleep.
Oops, I was wrong... but still can be a problem.

Any news on the reset button?
#35
I think the problem is the /WR signal.
Years ago I discovered that the HuC6280 generates spurious writings during the START and RESET sequences.
More info tomorrow, I'm going to sleep.
#36
Win XP 32bit SP3, runs correctly.
#37
I'm interested, but I have some questions:
Can you add a reset button?
Will it be a generic HID device?
Will the source code be released? Or at least enough information to write a driver and the transfer software?
#38
Quote from: soop on 03/02/2012, 07:01 AMMay I ask which version it's based on?
"VER 0.1 4.SEP,1986"(parent in MAME)

QuoteAnd I know it's far too early for questions like this...  But I'll throw it out there; would it be possible to insert code for a 2p GT linkup?  I know there's not exactly a lot of GT owners in the world, but I wonder how hard it would be.  I guess Bomberman '93 has the code.
It would be nice, but as you said it's too early.
#39
Quote from: guest on 03/02/2012, 12:57 AMOut of curiosity, is there a reason you are working in C++? Is it simply your most familiar language?
For various reasons, for example it is possible to test and analyze the code with my emulator/simulator(written in C++) or, in the future, to compile a preliminary version in C with HuC.
However, the final code will be in assembly.
#40
Quote from: soop on 02/06/2012, 09:53 AMAt this point I'm hoping someone pops up offering to make it... or even better, they have made it :D
I am working on a port.
I have started a year ago, now I am converting the remaining code in C++.
I have translated in C++ around the 50% of the main CPU code, slave CPU and MCU code is alredy converted and working(tested on my emulator/simulator).
For the audio part I have used a different method: I have written a specific emulator to extract the data sent to the sound chips.
There is still a lot to do, the C++ translation is only an intermediate step...