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SpiceWare's Blog



Medieval Mayhem drops to #4

Posted by SpiceWare, in Stay Frosty 2, Medieval Mayhem 10 April 2016 · 1,207 views

while #3 spot has been taken over by none other than...
 
 
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Stay Frosty 2!  I can live with that ;)
 
Still only 4 reviews for SF2 though :ponder:
 
 
 
 
 


The Story of Stay Frosty 2, Part 17

Posted by SpiceWare, in Stay Frosty 2 23 January 2016 · 868 views

As sometimes happens at the start of January, I came down with Cedar Fever - really bad allergies due to the cedar pollen. Technically they're Ashe juniper trees, but they're known in Texas as Mountain Cedar. The trees grow in the hill country (central Texas) so I don't normally get exposed to it - but when the wind blows just right (or maybe that shou...


The Story of Stay Frosty 2, Part 16

Posted by SpiceWare, in Stay Frosty 2 09 January 2016 · 950 views

After posting about only concentrating on ROM savings, Thomas replied:
 

He started reviewing the code then came back with:

So I brought him up to speed on DPC+'s FastFetch mode, which overrides the LDA # command for faster access (by 2 cycles!) to the DPC+ registers. Thomas started coming back with changes like:
 

Our first day of optimizi...


The Story of Stay Frosty 2, Part 15

Posted by SpiceWare, in Stay Frosty 2 04 March 2015 · 790 views

We clarified the issues with the snowman graphics, things like how many color palettes were needed - it used to be 3, but was now 4.

cd-w reviewed the C code looking for optimization opportunities. He didn't see any, but gave some overall suggestions:



We again discussed adding ARM support to Stella as it would make testing a lot more convenient. batar...


The Story of Stay Frosty 2, Part 14

Posted by SpiceWare, in Stay Frosty 2 01 March 2015 · 575 views

batari and I spent some more time investigating crash problems, we thought it was due to the C stack colliding with variable RAM but it wasn't. I figured out that changing the order of code would often fix the crash, though it wasn't clear to any of us why that should solve the problem.

Had a discussion on a health meter for the boss. I shot that down, p...


The Story of Stay Frosty 2, Part 13

Posted by SpiceWare, in Stay Frosty 2 22 February 2015 · 620 views

Jitter

To help with the jitter problem supercat, batari, and cd-w rewrote the BitReversal in ARM assembly - it didn't help. I did some research and found a site(now gone) that compared the use of BitReversal and the lookup table - the function took less than twice the time of the table to use, so that wasn't the source of jitter. The ARM assembly was s...


The Story of Stay Frosty 2, Part 12

Posted by SpiceWare, in Stay Frosty 2 15 February 2015 · 673 views

As mentioned last time, cd-w spun off a new topic to investigate the use of an EEPROM to store level data. While we ended up not using one, he did use the CodeSourcery ARM toolchain to write routines to copy data from the EEPROM to RAM. batari mentioned that I should look into using that toolchain as it appeared to create tighter (smaller) code.

One mino...


The Story of Stay Frosty 2, Part 11

Posted by SpiceWare, in Stay Frosty 2 31 January 2015 · 687 views

Next I worked on tracking down sources of static in the music. To help with that, I created a bunch of constants that were defined as AUDV0 or RAM. I then changed all the STA AUDV0 commands to STA M3VOS , STA M3VVB and STA M3VK in order to use those constants. By selectively defining those constants as AUDV0 or RAM I was able to track down sources of s...


The Story of Stay Frosty 2, Part 10

Posted by SpiceWare, in Stay Frosty 2 25 January 2015 · 749 views

In the prior build I had a few constants defined for allocating storage:
MAX_IP_WIDTH = 15
MAX_ELEVATORS_PER_LEVEL = 3
MAX_OBJECTS_PER_LEVEL = 6
MAX_LEVEL_CONTROL_DATA = 10
MAX_IP_WIDTH is the maximum width in bytes for Ice and Platform data. 5 bytes is needed for the width of a full screen, so a max width of 15 allows for levels that are 3 times wider t...


The Story of Stay Frosty 2, Part 9

Posted by SpiceWare, in Stay Frosty 2 24 January 2015 · 564 views

Made revisions to the double jump logic. Added level-specific routines such as the ability to move platforms. Started building PAL ROMs. After posting another test build, Nathan came up with some more ideas:
which established additional elements of the game such as the presents to collect for bonus points and characters to rescue.

ROM space was already b...






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