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


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#351 Sprybug OFFLINE  

Sprybug

    Dragonstomper

  • 554 posts

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 OFFLINE  

Gemintronic

    Jason S. - Lead Developer & CEO

  • 8,851 posts

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  

SpiceWare

    Draconian

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  • Location:Planet Houston

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 OFFLINE  

Gemintronic

    Jason S. - Lead Developer & CEO

  • 8,851 posts

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  

SpiceWare

    Draconian

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  • Medieval Mayhem
  • Location:Planet Houston

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




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