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Mord's Blog

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About this blog

I'm really not sure what I'll use this blog for so I should probably leave this blank, but that would require backspacing. Much easier to just hit a period and stop typing.

Entries in this blog

 

Horizontal Scrolling

So a week overdue, and I only really made progress on the horizontal scrolling. I didn't add in solid wall type things yet as I was trying to fix up bugs and the like. You'd be surprised at some of the weird things that would happen...   Going to clean the code up later today, but first, must sleep....   *edit*   Now that sleep is over, I've tried to clean up the source a bit and here it is. I'm going to post it in the 7800 dev forum in a minute as well.   But first, must eat! ... as wel

Mord

Mord

 

Hardware Rolling

I'm convinced that the cause of the hardware-rolling is not in the logical section. I swapped out one of the big time-wasting functions in there with something that did the same task in a third of a scanline. I see no change. More importantly however is that according to stella's scanline count/frame, we have it outputting exactly 262 scanlines MOST of the time. Under various conditions which I'm still trying to track down, the scanline count drops, rather than increases, to 261.   So.. co

Mord

Mord

 

Graze (2015-05-28)

I had the goal for the revive mode being done for this Sunday, but since I added Revive, added GameOver, added 2nd player and implemented the console switches... I might as well do an update now     Left Difficulty will eventually turn on/off the background music if I get around to adding any. It sets it's flag properly but there's obviously no sound in the game yet. Sound effects will be unaffected by this setting.   Right Difficulty only matters in a 2-player game. It allows a player

Mord

Mord

 

Graze (2015-05-25)

Let's see if we can do a weekly release on here until I get it to the point of it being fully playable, at which point I'll officially switch over to the 7800 forum.     This doesn't look too different from last week, but it's now able to load waves from a sdata structure. Easy to add new waves by setting things like time to the wave, maximum enemies at one time, what types of enemies, what AI the enemies can have, the colors of the enemies (And status bar as a result) etc. Not everythi

Mord

Mord

 

Graze (2015-05-18)

The name of this game will likely change before it's finished. It just describes the goal of the game for the most part.   Right now it's showing the maximum number of free-roaming enemies the engine can do before causing slowdown. The plotvalues and boxcollisions are a big cause of this but there's a lot of 7800basic commands I can re-write into assembly to get that number up again. In case it isn't obvious from playing it a bit, a successful graze flashes the background blue. A hit, which wo

Mord

Mord

 

Grandia II

And Grandia II is complete. Dreamcast version as I mentioned before. I have the PS2 version but I find it to suffer from some texture glitches in battle as well as slowdown. I'm pretty sure I missed one of the training books as I only had 7. Had all 8 mana eggs however. Ah well, I'm not aiming for perfection on these.   Since I got swallowed up in this game, I didn't bother playing much of Dynasty Warriors 6 at all for the last week or so. I guess this means I should focus on DW6 rather t

Mord

Mord

 

Getting there.

The inventory bar is close to complete. I have this twisted idea to change the background color from black to an alternating dark gray. There should be sufficient cycles, but I'm heading to bed now. I'll get that done either later today or Friday. Before moving on to the main middle section, I still have to work out some details for how I want it to look. I have some ideas but they're not set in stone just yet.   I should probably read over the old design notes I have and update it appro

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Mord

 

Getting Close for v016.

After so many weeks, I think I have noflicker objects on the path to working. In fact it appears to be working in the rom right now. Just have to do some code clean up, then rewrite the object's AI and collision and test it out. I have those things shortcircuited for now as I was more interested in being able to load the freaking thing properly and make sure it wouldn't flicker.   While there were several changes I had to make in the object manager, and I changed the way I was going about i

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Mord

 

Getting back to coding.

I refreshed the code back to version 0.010 and redid the modifications to the code to make things work. The weird problems didn't restart and I even fixed up the code a little better this time to make sure no jumping of scanlines was occuring when P0 or P1 was touching or crossing over the top of the gamefield. (too much time taken - in each of hte lines where I updated P0 or P1 via a modified Skipdraw.)   Then I tried altering the playfield again and noticed the exact same funkiness return.

Mord

Mord

 

Gaming Activities 2

I "finished" Evil Zone as planned over the weekend by unlocking everything, which basically makes you complete all the story modes, play 1P and 2P modes a lot, etc. I ended up losing a good chunk of the unlocking the first time on Saturday however when the game froze on me when I was over half way through them. I had the game set to auto-save but apparently that only kicks in when you complete story mode or 1P mode. When you're fighting it out in 2P mode to get all the character's selection comm

Mord

Mord

 

Gaming Activities

I recently finished Blood Omen: Legacy of Kain. I plan on going through all 5 games throughout 2010. We'll see how that goes. However before I dive into Soul Reaver, I'm going to take a break and re-complete a couple of games for my Games Complete list. I already "completed" these, but it was before I started my list. And I gave myself the requirement of having to re-complete such games if I want to add them.   Those games are:   Evil Zone (PS1) - a 3d fighter. Simplistic with the moves etc,

Mord

Mord

 

Games and Code

There's little more to my life these days it seems other than those thing in the topic. .... Well, if you don't count sleep and work.   Persona 3 FES is moving along at a nice pace this weekend. I got up to the top of the 4th block of Tartarus and the social links are coming along fine. I may not max them out by the end of the game but that isn't overly important as far as my Games Complete list is concerned. But I will try to get them there all the same.   I haven't done much with

Mord

Mord

 

Found the problem. x_x

I use the stack pointer as an extra register during the gamefield zone scanlines, namely to keep track of the scanlines to generate - it's faster than updating ram itself. Problem ended up I was setting the stack pointer before the last sprite positioning subroutine call that I added in to the zone between status bar and gamefield. This corrupted the playfield that was intended then returned the stack value to "normal" so the screen would still generate the proper number of scanlines.   Noti

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Mord

 

Found it.

So there's nothing wrong with the actual code as far as I can tell.   The problem of it dropping a scanline seems to be based on how it exits the timer-based overscan section. Enabling or disabling the various demo subroutines alter how the extra line is dropped obviously, but so does adding nop's and/or WSYNC's right before it enters the:   ; ------------- Enter Overscan Logic Above ------------------- DisplayOverScanLoop lda INTIM ; 2, 3 ; bne DisplayOverScanLoop ; 2, 2/3;

Mord

Mord

 

Fix one, get another.

Modified the heart placer to spam more hearts out, but more problems surfaced. The display itself is fine. These are with the AI routines. The flickerishness works, although it helped to unmask the AI glitches. The black key can still be lost when moving from screen to screen - if you're leaving a screen currently experiencing flicker. And the heart AI isn't correctly testing for itself. I'm guessing it just accidentally successfully found itself since the value being loaded just happened

Mord

Mord

 

Disturbed: Indestructible

I remembered to check Disturbed's website yesterday and noticed they have some new songs up in preparation for the release of their latest CD: Indestructible. No clue how long the songs have been up on their myspace, although the top two only have half a million plays compared to the 6-9 million plays of the others.   I'm about as anti-RIAA as you can get, and I'm sure Disturbed's CD is going to be on a RIAA label, but I'm likely going to lower my personal boycott to purchase it. So long

Mord

Mord

 

Display Fixing

I've fixed the stretching effect you'd see in version 0.014 when the object would get too close to the top of the screen. At least I think I have.   *checks*   Ok, it's almost fixed. Looks like one of the two sprites, while it doesn't stretch, it doesn't display proper data for one scanline above where it should start displaying. But otherwise it's progress! I'll do some quick checking on that now this evening.   After this is fixed I'll be working on object coordinates. In the

Mord

Mord

 

Display Code Yet Again.

I've been trying to build up the scanline pairs for the first stage, the rest of it after that is generally an issue of copy/paste with a few modifications. I was topping out in cycles again so looked for ways to remove things from the kernel without removing anything from the kernel. I think I managed to do that although it cost a couple bytes of ram. By doing this it also freed up a lot of color selection choices for the playfield alterations.   As a result, hopefully I'll have version

Mord

Mord

 

Display Code Continues

It's proceeding although I find the thing I'm having the most trouble with right now is fitting the code that would organize when to start displaying the ball or player and keeping track of how many lines of playfield remaining into the kernel. I'm going to have to step back and try to organize my thoughts on paper and see where I can reclaim some cycles or find a more efficient way to do some things. I'll probably think of something.

Mord

Mord

 

Different Versions.

On the way to work yesterday I started pondering trying to do 3 different versions of Action RPG. The main one, which will determine the content of the overall game, will be the Superchip/Rom version that I'm already working on. The other two versions would basically take that game and restructure it to fit the Krocodile Cartridge's custom format (Since I own one!) and the other to be modified for the Chimera. (As I'm planning on getting one!)   The things I'll do with the two extra formats

Mord

Mord

 

Delayz

Z's are always hip.   Problems propped up with my object code test, from the superchip detection to something causing it to read the zero page for information. Thus, no rom over the weekend.   I'm probably going to attempt to work on the rom's organization a bit this week and re-examine the new code I had prepared. Right now I think I'll try to find the isolated code segments (Vblank code, Overscan code, the collision detection code, etc) and move them into their own files and have the

Mord

Mord

 

Definitely a bit late.

The code is getting written, modifications being made, etc but I still haven't gotten to the point where I can compile the code and actually expect it to work. Right now the point is to determine how to load the object in the roomloader bank without needing data that is in the display bank. I really don't want to make complete item copies in the roomloader bank, although a lite version of the data might be done - and the rest of the processing handled in the Vertical Blank on the following fra

Mord

Mord

 

Data/Graphics Separated

Finished part 2. I've removed object data from the graphics data. This has several benefits. One of those being that now different objects can share the same graphics data - but otherwise be different. (Different size, different speeds, different AI/collision, different color, different maxhp, etc)   I have to clean up the code a little bit before I move on to the next milestone. I'll do that either when I wake up later today or tomorrow morning when I get home from work.     *update

Mord

Mord

 

Dang, been a while since I posted here.

Granted, I still post on my Livejournal a bit more regularly.   Been starting to buy games for the Wii/360/PS3 generation even though I still don't own either of the systems. I know I'm going to end up getting them eventually so what's a prepurchase here and there amirite?   To this end, almost all of the games I've been buying are in the > $20 range. I think all of the Wii games were at the 10 dollar price point. The only game above the 20 dollar mark was Deathsmiles since I bought the l

Mord

Mord

 

Cycle73 Positioning

While I posted this in the programming forums for others to use, I figure it'll be easier for me to find it later in my own blog if I need a backup of this thing or something. Right now it takes too many lines to position an object since I have the actual HMOVE separated from the positioning but it's at least a start. I guess the next thing I'll be doing is trying to integrate the hmove into the equation while keeping the time used constant. I'm guessing this is where the real pain starts for

Mord

Mord

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