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bB with native 64k cart support - 1.1d.reveng


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#351 Sprybug OFFLINE  

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Posted Wed Nov 8, 2017 5:23 PM

Hey guys, back to bring this topic back from the dead.  I do have one question.  I'm experimenting with all Batari options available to me to be able to do everything I want with my game.  Will the 64K kernel work with the SuperChip?  Also does Melody emulate the Superchip, so when the game goes into production, we'll be able to use Melody boards for it?  My main reason for doing DPC+ was to achieve a higher playfield resolution and multiple enemies on the screen at one time.  I know I can achieve the playfield resolution I want with the Superchip.  As for multiple enemies, that's something I'd have to look into outside of DPC+.  Just exploring all my options here.  In order to do everything I want, I NEED 64K, and so far I'm not seeing any progress with DPC+ to achieve it.  I've been on hold on my game waiting to see if anyone is even bothering to look into it, and I see no signs of it.  So, if anyone could answer my questions that I had in the beginning of this reply, it'd be greatly appreciated!

 

EDIT

 

Okay, after looking at previous posts, even the original, I basically answered my questions.

YES, it does support Superchip at 64K and

YES, Melody emulates it.

 

For anyone with the same questions, there are your answers.

This is good news.


Edited by Sprybug, Wed Nov 8, 2017 6:48 PM.


#352 Gemintronic ONLINE  

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Posted Thu Nov 9, 2017 1:27 PM

I've been talking with Albert and CPUWIZ off and on over the years about making 256k SC carts available for developers.  It's sort of a chicken -> egg scenario.  Perhaps if both of us expressed interest in huge carts for our games there's be more traction.  Put RevEngs multi kernel framework to good use ~_^

 

http://atariage.com/...nel-frameworks/



#353 SpiceWare ONLINE  

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Posted Thu Nov 9, 2017 2:38 PM

In order to do everything I want, I NEED 64K, and so far I'm not seeing any progress with DPC+ to achieve it.


We are working on a larger Melody board (at least 64K).  
 
 ..Al


We need more info on the larger board, but once we have it we're going to look into updating CDF to support it. I'm sure we could do the same for DPC+.

#354 Gemintronic ONLINE  

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Posted Thu Nov 16, 2017 11:05 AM

We need more info on the larger board, but once we have it we're going to look into updating CDF to support it. I'm sure we could do the same for DPC+.

 

I'd like to think C development on large ROM DPC+ boards is the future.  Hopefully there's enough momentum to get there :)



#355 SpiceWare ONLINE  

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Posted Thu Nov 16, 2017 11:52 AM

I'd like to think C development on large ROM DPC+ boards is the future.  Hopefully there's enough momentum to get there :)


Actually, I'm in the planning stages for the Spice C * framework which will use CDF instead of DPC+.  CDF was designed for C development, and has better features than DPC+.  DPC+ was designed for 6507 development, C support was just an afterthought so isn't implemented as well as in CDF.
 
When you create a new project in Spice C you'll specify which kernel to use, at which point it'll create files for you to edit:
  • game logic (in C)
  • graphic data
  • sound effect data
  • etc.
It'll also have prebuilt routines for handling as many sprites as you need, defined like this as in Draconian:
 
#define MAX_SPRITES 159
#define MAX_MISSILES 50
#define MAX_STARS 128
 
Of course more sprites = more overhead, so there is a limit to how many can be handled.
 
For kernel options I plan to start out with 3:
  • multiplexed sprites & missiles, with the playfield (like Frantic & Timmy)
  • multiplexed sprites, missiles & ball, without playfield (like Draconian)
  • 128 pixel bitmap.
 
Each kernel option will have prewritten functions, such as software based collision detection for sprites/missiles/ball kernels, line drawing support for the bitmap kernel, etc.

Besides those I'll have a couple score display options.  Like batari BASIC, new kernels can be added.

* pronounced Spicey of course! I think the logo will be stylized something like this :D
Screen Shot 2017-11-16 at 11.40.55 AM.png

#356 flickertail OFFLINE  

flickertail

    Space Invader

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Posted Sun Dec 17, 2017 7:48 PM

This sounds super awesome and I want to use it!!!



#357 Yosikuma OFFLINE  

Yosikuma

    Star Raider

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Posted Thu Jan 11, 2018 11:01 AM

I just became aware of Spice C -- I am definitely excited to see where this goes, and can't wait to use it!



#358 Keatah ONLINE  

Keatah

    Missile Commander

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Posted Fri Feb 16, 2018 4:39 AM

Just might make me get off my fat ass and learn some up-to-date programming!



#359 SpiceWare ONLINE  

SpiceWare

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Posted Tue Feb 20, 2018 8:31 PM

This sounds super awesome and I want to use it!!!

 

I just became aware of Spice C -- I am definitely excited to see where this goes, and can't wait to use it!


Just might make me get off my fat ass and learn some up-to-date programming!

 
The Beginnings of Spice C

#360 iesposta OFFLINE  

iesposta

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Posted Sun Jun 3, 2018 11:31 AM

Bug: ghost pixels?
 
I never reported this as a bug as only a small percent of my many systems do this -- and I think it is the TIA version along with approaching the maximum cycles per frame. 

It is always the 9th playfield pixel column from the left (not counting PF0's 4 pixels). 
 
What concerns me is that my DPC+ Kernel game was just played on Twitch and YouTube and that system showed "ghost playfield pixels", and then this game on a different system also shows "ghost pixels"

It should skip to 1min 17sec:  

https://youtu.be/pTQ9sG_4V2I?t=1m17s

Having programmed using "batari Basic" DPC+ Kernel, my game also has what I call "ghost playfield pixels", also in the same place (top left about 1/4 screen over to about halfway down). Some Atari TIA display/sound chips do this, while others do not. I have around 20 ways to play real carts from '77 Atari's to the Jr. model, to system changers, and clones, and I saw these on 3.
The Exp. Module 1 for Colecovision to play 2600 games does this, and an old, original gray TIA chip did this. Conversely newer TIA chips like in the 7800 system (that plays 2600 games also) I saw this:
 
What concerns me is that my DPC+ Kernel game was just played on Twitch and YouTube and that system showed "ghost playfield pixels", and then this game on a different system also shows "ghost pixels".
It should skip to the glitch. Choosing higher resolutions shows the glitch better: 


Edited by iesposta, Sun Jun 3, 2018 11:51 AM.


#361 RevEng ONLINE  

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Posted Sat Jun 16, 2018 7:42 PM

There's a new bB release at 8bitdev.orgEnjoy!

#362 goofyblocks OFFLINE  

goofyblocks

    Space Invader

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Posted Mon Jul 16, 2018 10:40 AM

sed does not run on my computer can i get help!!!!!!!!!!


Edited by goofyblocks, Mon Jul 16, 2018 10:55 AM.


#363 RevEng ONLINE  

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Posted Mon Jul 16, 2018 11:54 AM

My newer releases of bB don't have a real sed.exe (assuming you're running Windows) nor do they need one - it's been replaced by bbfilter.




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