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Found 5 results

  1. First, here's some potential 7800 ports that I might make: -Thunder Force (Sharp X1/Fujitsu FM7) -Bad Dudes vs. Dragon Ninja -Darius -Salamander/Life Force -Space Gun (Will have Light gun, Mouse, and Trak-Ball support.) -Marble Madness (Will have Trak-Ball support.) -The Fairyland Story -The Legend of Kage (Possible dual joystick support.) Lynx ports: -Magical Drop -Cadash -Aqua Jack -The NinjaWarriors -The New Zealand Story -Chase H. Q. -Bionic Commando -Gradius 1 & 2 Jaguar: -Xexex -Turrican 1 & 2 -Lemmings (Will have mouse support.) -Osman/Cannon Dancer (with spelling and grammatical fixes.) -Magician Lord -RayForce -Metal Black -Gun Frontier -Ghost Lop -Arabian Magic -Pnickies -The Cliffhanger: Edward Randy (with improved controls, I might add.) Before I go, here's Dark Edge, a sprite-based 3D fighting game from Sega: I hope this gives someone here an idea or two... Update: I also wanted to say that many of these ports can also be done the other systems mentioned. Update 2: Come to think of it, Quadtari, Comlynx, and Team Tap support are also on the plate.
  2. Other games besides platformers and ports that I might make for the 7800: -At least two horizontal shooters. -At least one overhead adventure game. -At least one other vertical shooter. However, not until Heofonfir is done.
  3. I was doing a little experimenting with 7800 Basic, drawing a character background, a ship, and a row of 3 aliens in 160A mode. Depending on the Y value chosen for plotsprite, either 1 or all 3 aliens show up (e.g. all 3 do for a Y value of 80, but only one does for a Y value of 90). The symptoms match what the docs say about MARIA running out of render time, but I wouldn't think that 3 sprites + character background would be enough to cause this. Also, why the inconsistency with the Y position? My first thought was that this is due to the sprites getting doubled-up due to crossing zone boundaries, but even when I set each sprite to Y values meant to put each in their own zone, it still is an issue (although perhaps I was off by one on the zone boundary). I've attached the zipped project, and also am putting the source inline, since it is short. space-7800.zip
  4. I've been experimenting further with incbanner and sprites. I can get static and sprites banners working nicely but this led me to thinking about using the banners for some simple animation (for a title screen for example). However I then found that with the standard 48k romsize, my experiment splitting the screen in to 4 zones (top left, top right, bottom left etc) meant I quickly filled that 48k up if I had multiple banners of 80x72 in 160B I can compile a 48k ROM that loads in and displays 4 screen sections with incbanner and plotbanner, each 80x72, no issues. (oh for a command to flip a sprite or banner! :D) If I go to 5 or 6 sections loaded with incbanner, I can load them but I get black blocks on the right side of the screen when displaying anyting, I assume this is because i'm running low on rom and this is causing an issue somewhere (displaylist ?). I also noticed that if I use a superwide banner (say 160 pixels) then the last third gets cut off and pasted on the main image - I'll make a separate thread for that, this is why i'm splitting the banners at 80 pixels. If I go beyond that I'm out of memory (at 7 I get "-1510 bytes of ROM space left in the main area"). Ok, lets move to a bigger size and bankswitch. I figured this would be easy enough as I've done bankswitching with Bb before, but I cannot seem to get anything to compile. I tried to switch to a bankswitch format, like 128k but whatever I compile, I get "*** (32): ERROR, graphics overrun in bank 0" My understanding is that with a 128k scheme, I'd have 8 banks of 16kb, so 0 through 7. (I assume bank 0 is the first bank). I've tried moving the banners to their own bank (4 in bank 1, 4 in bank 2 etc.) bank 1 incbanner gfx/FR1_TL.png 160B incbanner gfx/FR1_TR.png 160B incbanner gfx/FR1_BL.png 160B incbanner gfx/FR1_BR.png 160B bank 2 incbanner gfx/FR2_TL.png 160B incbanner gfx/FR2_TR.png 160B incbanner gfx/FR2_BL.png 160B incbanner gfx/FR2_BR.png 160B but this doesn't seem to work either. I don't understand the graphics overrun error in bank 0 other than the obvious - ie I've put too much stuff in there. I don't know how to resolve the error. I could reduce the colour resolution from 160B to 160A and that would probably work to reduce the banner sizes so I could get more in to 48k, but i'd still eventually hit the wall on needing to bankswitch. Any pointers would be appreciated! Thanks! works_no_bankswitch.bas bankswitch_doesnt_work.bas gfx.zip
  5. SlidellMan


    From the album: 7800 Build Screenshots

    From New Vertical Shooter Demo, 8-26-2020 build.
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