@SpiceWare
Thanks. That might be something to look into... that and possibly upgrading to the newest Stella.
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:
Edited by SpiceWare, Sun Mar 5, 2017 10:54 AM.
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.
Posted Sun Mar 5, 2017 6:10 PM
dey beq LF351 lda #<DF4DATA
dd skip=3 count=29 if=chaoticGrill-2017-03-05.bin of=cg29K.bin bs=1024 cat DPC+20121020.arm cg29K.bin > newcg.bin
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!
Posted Mon Mar 6, 2017 5:54 PM
Thanks SpiceWare... the demo finally works on a real system again.
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?"
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.
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.
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.
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!
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Ditto, I love me some Burgertime and your version has been one of the nicest looking ones around.
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.
Posted Wed Jun 14, 2017 4:44 PM
Thank you! That chart's probably the one Andrew posted in his tutorial.
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.
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.
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!
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!!!!
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!
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.
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
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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