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ChaoticGrill (BurgerTime remake) in progress


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#51 splendidnut OFFLINE  

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Posted Sat Mar 4, 2017 5:36 PM

@SpiceWare

 

Thanks.  That might be something to look into... that and possibly upgrading to the newest Stella.



#52 SpiceWare ONLINE  

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Posted Sun Mar 5, 2017 10:53 AM

@SpiceWare
 
Thanks.  That might be something to look into... that and possibly upgrading to the newest Stella.

 
I thought I was using the newest Stella, 5.0.0-pre4, though I see pre5 was released yesterday!  I just downloaded the source, so I can migrate the BUS and CDF bankswitch support to it, and ran Chaos Chaotic Grill again:

Screen Shot 2017-03-05 at 10.48.18 AM.png


Edited by SpiceWare, Sun Mar 5, 2017 10:54 AM.


#53 splendidnut OFFLINE  

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Posted Sun Mar 5, 2017 4:45 PM

@SpiceWare

 

I probably should have phrased that better... I meant that I probably should upgrade to the latest stella.

 

I did find the issues with the initialization after turning those randomizing settings on.  It seems that the code was going off into la la land.  I fixed the code and it seems to be running better... except on real hardware... and by real hardware, I mean the Harmony Cart in my 7800.   I'll have to dig out my 2600 and try it on that.

 

 

Anyways,

 

Here is an updated version with the initialization fixed, and the beginnings of the burger drop logic in the code.

 

 

Attached Files



#54 SpiceWare ONLINE  

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Posted Sun Mar 5, 2017 6:10 PM

Nice!
 
chaoticGrill-2017-03-05.png
 
Hmm - yep, it crashes on hardware.  I took a look at the code in Stella:
Screen Shot 2017-03-05 at 5.59.26 PM.png
 
 and most likely this (or another instance like it) was the issue
dey
beq LF351 
lda #<DF4DATA
 
The 6502 will always fetch the instruction following a branch, even if the branch is taken.  The older DPC+ driver would see LDA # and, if fast fetch was turned on, perform fast fetch logic. That would cause the crash if the branch was taken.  batari figured out a way for the driver to handle that situation.
 
So I suspected you used an older version of the DPC+.arm file and swapped it out* for this one:
Attached File  DPC+20121020.arm.zip   2.02KB   132 downloads
 
and it now runs correctly:
IMG_8433.jpg

Updated game ROM:
Attached File  newcg.bin   32KB   264 downloads

 
* I used these terminal instructions on my Mac to remove the driver you used and put the newer one in its place.  They'll also work in Linux:
dd skip=3 count=29 if=chaoticGrill-2017-03-05.bin of=cg29K.bin bs=1024
cat DPC+20121020.arm cg29K.bin > newcg.bin


#55 xybot67 OFFLINE  

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Posted Sun Mar 5, 2017 6:57 PM

Woohoo! I'm so excited that work on this remake will continue, I had almost given up hope. 



#56 Arenafoot OFFLINE  

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Posted Sun Mar 5, 2017 9:30 PM

Woohoo! I'm so excited that work on this remake will continue, I had almost given up hope. 

same here!



#57 Keatah ONLINE  

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Posted Mon Mar 6, 2017 1:25 PM

Burgertime!!?!?!!! Woot!!



#58 splendidnut OFFLINE  

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Posted Mon Mar 6, 2017 5:54 PM

Thanks SpiceWare... the demo finally works on a real system again.



#59 splendidnut OFFLINE  

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Posted Sat Jun 3, 2017 2:17 PM

So a minor status update:  I've started working on eliminating as much flicker as possible with the sprites.  I've started by re-vamping the display kernel and adding in all the re-positioning kernels required.  This is turning out to be a bit of a pain... I've gotten all the re-positioning kernels done, but I've basically run out of cycles to use for updating the DPC+ registers in mid-draw.  I'm thinking I'll need to change the sprites/PM graphics to work similar to how the ANTIC/GTIA works.  So, I'll have a sprite buffer as tall as the screen in the DPC+ Display Data area and basically pre-render the sprites into it, so that the only thing I need to worry about is changing the position between sprites.  Although... I'll need to sort the sprites and figure out any kind of flicker multiplexing which now will be more complicated....

 

This is the point at which I ask, "What have I gotten myself into?"  :)



#60 SpiceWare ONLINE  

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Posted Sat Jun 3, 2017 3:14 PM

So, I'll have a sprite buffer as tall as the screen in the DPC+ Display Data area and basically pre-render the sprites into it, so that the only thing I need to worry about is changing the position between sprites.  Although... I'll need to sort the sprites and figure out any kind of flicker multiplexing which now will be more complicated....


That's exactly how I do it in Space Rocks and Draconian, though I'm using ARM code to handle the multiplexing and update the datastreams.

DPC+ does have a copy function which you'd be able to use to fill your datastreams from 6507 code. I've not used them myself though.



#61 RamrodHare OFFLINE  

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Posted Wed Jun 7, 2017 8:21 AM

I'm really looking forward to this. It looks very promising so far. Keep up the great work! :thumbsup:  :-D



#62 Jinroh OFFLINE  

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Posted Mon Jun 12, 2017 2:08 PM

Ditto, I love me some Burgertime and your version has been one of the nicest looking ones around. :D



#63 splendidnut OFFLINE  

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Posted Wed Jun 14, 2017 3:52 PM

That's exactly how I do it in Space Rocks and Draconian, though I'm using ARM code to handle the multiplexing and update the datastreams.

DPC+ does have a copy function which you'd be able to use to fill your datastreams from 6507 code. I've not used them myself though.

 

I'll admit that I've been slowly pulling ideas from your development blogs... poorly.   :)   

 

I believe it is your Draconian code snippets that I was using as a reference when doing all the mid-scanline kernels.  After I was done, I randomly discovered the chart (for Stay Frosty 2... maybe?) you had originally used to figure out your timings for all the mid-scanline kernels, which would have been nice to have when I started. 

 

I might end up using the Copy function... I'm not sure yet.  I still seem to have ample time available outside the drawing kernel.

 

 

Thank you for writing all those blogs, they are quite handy.  :)



#64 splendidnut OFFLINE  

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Posted Wed Jun 14, 2017 3:53 PM

I'm really looking forward to this. It looks very promising so far. Keep up the great work! :thumbsup:  :-D

 

 

Ditto, I love me some Burgertime and your version has been one of the nicest looking ones around. :D

 

Thanks for the compliments!   I'm hoping to keep my motivation going... and try to get this done in the near future.  Hopefully sooner, rather than later.



#65 SpiceWare ONLINE  

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Posted Wed Jun 14, 2017 4:44 PM

Thank you! That chart's probably the one Andrew posted in his tutorial.



#66 RamrodHare OFFLINE  

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Posted Sat Jun 17, 2017 9:16 PM

 

 

 

Thanks for the compliments!   I'm hoping to keep my motivation going... and try to get this done in the near future.  Hopefully sooner, rather than later.

No problem man! You deserve the compliments. If there's one game I'm really excited about seeing finished, it's this one. :thumbsup:



#67 xybot67 OFFLINE  

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Posted Thu Nov 30, 2017 9:29 AM

Hey Splendidnut, how is the motivation going? I keeping hoping for an update on this amazing port.



#68 StephenJ OFFLINE  

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Posted Thu Nov 30, 2017 3:28 PM

Hey Splendidnut, how is the motivation going? I keeping hoping for an update on this amazing port.

Same here!



#69 Arenafoot OFFLINE  

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Posted Fri Dec 1, 2017 1:29 AM

Thanks for the compliments!   I'm hoping to keep my motivation going... and try to get this done in the near future.  Hopefully sooner, rather than later.

You can do it!!!!



#70 Inky OFFLINE  

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Posted Fri Aug 24, 2018 9:05 AM

Has there been any updates on this?



#71 Arenafoot OFFLINE  

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Posted Fri Aug 24, 2018 12:08 PM

Thanks for the compliments!   I'm hoping to keep my motivation going... and try to get this done in the near future.  Hopefully sooner, rather than later.

 

Has there been any updates on this?

splendidnut - your BT was brought up in the last Zeropage Homebrew show and there's alot of interest in this being completed!



#72 splendidnut OFFLINE  

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Posted Sat Aug 25, 2018 10:57 AM

The short story is no.  After last summer, I got busy with other things and the project was thrown on the back burner.  I did some work back in January, surprisingly, which involved improving the player movement logic... which I've started working a bit this morning. 

 

It's now in a very good state.  The player appears to properly obey the level layout.  Now if I can get the enemies to follow suit... That'd be enough progress for me to share another build.  We will see what today brings.

 

As a side note... Back in March, I was contacted by another homebrew developer who was/is very interested in doing a Burgertime remake.  Whether this person wants to reveal themselves or not, is up to them.

 

So it's quite possible there will be a Burgertime remake in the near future... whether it's this one, or that one.

 

 

splendidnut - your BT was brought up in the last Zeropage Homebrew show and there's alot of interest in this being completed!

Well that's interesting... Do you happen to have a reference for that mention in Zeropage Homebrew?  I'd be interested in seeing it.  I kind of went looking for it thru one of the videos... skimmed it a bit... but didn't stumble upon it  I will say that Zeropage Homebrews is a very neat concept.



#73 splendidnut OFFLINE  

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Posted Sat Aug 25, 2018 11:01 AM

Well actually...if I could correct myself... the short story would be yes... but not enough to share yet :)



#74 splendidnut OFFLINE  

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Posted Sat Aug 25, 2018 3:01 PM

And now both the Player and the Enemies appear to correctly obey the level layout

 

Here is a bin of the latest update:

Attached Files



#75 Arenafoot OFFLINE  

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Posted Sat Aug 25, 2018 8:47 PM

And now both the Player and the Enemies appear to correctly obey the level layout

 

Here is a bin of the latest update:

Awesome work! Now if there were some collision detection   ;-)






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