PC Engine - Bubble Bobble WIP 20181223
First version with audio(13 sound effects).
First version with audio(13 sound effects).
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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Show posts MenuQuote 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.
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.
Quote from: guest on 12/17/2015, 02:00 PMSo basically, the game is complete other than a few superfluous features and sound.Don't be fooled by the TODO list, in fact it is what is missing and not what to do.
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?I will convert the music myself, for the engine I have not decided yet.
Btw - this looks awesome. What assembler or compiler did you end up using?
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.
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...
Quote from: touko on 12/11/2014, 05:30 AMTested only VRAM to VRAM DMA.Quote from: Aladar on 12/11/2014, 05:19 AMFrom my old tests exactly 168 bytes per line(5 cycles are not used).Are for all kind of DMA ??
With the sync disabled between VDC and VCE the transfer is slighty better because every cycle is used.
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
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.
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.
Quote from: Nando on 04/29/2013, 12:35 PMAny screenshots?I doubt you'll see something before months...
Quote from: Aladar on 06/16/2012, 09:21 PMI think the problem is the /WR signal.Oops, I was wrong... but still can be a problem.
Years ago I discovered that the HuC6280 generates spurious writings during the START and RESET sequences.
More info tomorrow, I'm going to sleep.
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.
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.
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 itI am working on a port.