Jump to content
  • entries
    7
  • comments
    13
  • views
    14,191

About this blog

Personal Notes on Gnuberubs Sojourn

Entries in this blog

Slow progress is still progress

I decided to separate out coding of the single screen over-world engine like I did for debugging purposes awhile ago. Which, er, means that the over-world map will not scroll to be more authentic to Gnuberubs Sojourns spiritual source. The shooter sections will still scroll vertically.   One thought was to make a mini project out of the shooter engine portion. Thus a quick arcade style game could be made to satisfy those who want homebrew now. All the code could be re-integrated back into

Gemintronic

Gemintronic

Testing.. testing!

Hooked up my JVC X'Eye for the first time today. Had a minor scare when it refused to power up. Turns out it doesn't like my "smart" surge protector.   I ran Gnuberubs Soujorn on the EverDrive (cart) and from a burned CD. THANKFULLY the cart version worked flawlessly! Both FM and z80 sound was correct. On the CD side the FM played and the z80.. well, sorta played. This is a big surprise since I thought the z80 was inaccessible while in SegaCD mode. I'm asking people who actually know wh

Gemintronic

Gemintronic

I did the Sound Effect Queue MY WAAAY....

So, my morning efforts to queue up sound effects failed. I was afraid that I'd practically have to write a mini database system just for the sound queue. I tried just that and only sorta got things working. I decided to skip all that noise and do it my way.   Basically, each sound gets its own request flag. If it wasn't the last request it gets to request attention. A delay timer awakens the sound engine after just about the time it takes to play back an effect. The sound effect engine g

Gemintronic

Gemintronic

Sound off, er, on!

Turns out the REORGVARs mystery was related to a sound library I do not use. So, I don't THINK I need to worry about it anymore. back to having plenty of memory free!   My work today mainly consisted of playing with sound. In my previous posts I realised I can only play one digital sound at a time. I attempted to fix this by duplicating the sound effect routine and hoping it would magically allow simultaneous sounds. No go. So, I'm left with two options:   A. Come up with a complicated

Gemintronic

Gemintronic

A little work. Needed to do more.

Didn't get much done on Saturday. At least it feels like it.   Found a nice utility called SOX to convert sound effects into 8-bit 16000 mono wave files. I'm starting to realise I don't know if I can play more than one digital sound at a time. Need to play around with that a bit more.   In talks with Adam Sporka to create the soundtrack for Gnuberubs Sojourn. I previously secured the OK from another artist but those were pre-made tracks that might not have suited the game. I've always b

Gemintronic

Gemintronic

Moar Memory Please..

Up late figuring out where the bug was that caused stuff not to display.   Turns out it was a compiler option to move where the variable memory starts. Apparently the option was used to play nice with the SegaCD. I don't even know why it was there, frankly. With that option in place I didn't have enough memory for a 64x64 collision map. Now I do, but things may not work on a SegaCD. Will have to test more.   I also played around with trying to change the font my code editor uses - the HA

Gemintronic

Gemintronic

The journal begins!

Decided to post the minutiae of development for Gnuberubs Sojourn here. Not everyone enjoys or understands the development process. May as well keep the gritty details separate from the main topic.   Went from midnight to close to 5am coding last night. Felt good to lay down the first real build. Unfortunately, somewhere in the process the screen stopped displaying sprites or tiles. I promised myself I'd at least have a working disclaimer screen before bed so I started clean and slowly ad

Gemintronic

Gemintronic

×
×
  • Create New...