Search found 290 matches

by akuyou
Thu Dec 12, 2019 3:58 am
Forum: General Assembly Programming
Topic: Efficient starfields
Replies: 2
Views: 14

Re: Efficient starfields

This isn't something I've personally done, so I'm just going to have to give my 'off the cuff' thoughts. On that R-type II arcade, the background stars move at fixed speed - they'll be a tilemap... the foreground ones that move faster will be sprites. In the other cases I think they'll all be done w...
by akuyou
Thu Dec 12, 2019 3:37 am
Forum: Introductions
Topic: Just saying hi..
Replies: 6
Views: 45

Re: Just saying hi..

Heh, very good! :lol:
by akuyou
Thu Dec 12, 2019 3:34 am
Forum: Master System & GameGear Assembly Programming
Topic: Phantasy Star Tunnel routine Disassembly
Replies: 3
Views: 49

Re: Phantasy Star Tunnel routine Disassembly

OK, our Pattern data is defined, and our Tilemap is correct in the RAM buffer, but we need to move it to VRAM! Well this is pretty straight-forward, we just need a bunch of OUT commands! - But we're doing this in our interrupt handler, and time is of the essence... so we use a huge unwrapped loop - ...
by akuyou
Thu Dec 12, 2019 3:27 am
Forum: Master System & GameGear Assembly Programming
Topic: Phantasy Star Tunnel routine Disassembly
Replies: 3
Views: 49

Re: Phantasy Star Tunnel routine Disassembly

At this point, the pattern data is defined, but we need to change the visible tiles (The tilemap)... this is not done directly to VRAM - it's saved to a buffer in ram. Each tile is defined by two bytes... the first is various things like palette and H/V flip... the second is tile number... Because b...
by akuyou
Thu Dec 12, 2019 3:24 am
Forum: Master System & GameGear Assembly Programming
Topic: Phantasy Star Tunnel routine Disassembly
Replies: 3
Views: 49

Re: Phantasy Star Tunnel routine Disassembly

Pattern data!... this is the definitions of the 'pictures' that make up the tiles... A byte is read in... if it's a zero, then the data has ended. if the top bit is 1, then it is treated as 'Linear data' (not compresed)... the low 7 bits are a linecount (B)... 3 bytes of data are combined together w...
by akuyou
Thu Dec 12, 2019 3:19 am
Forum: Master System & GameGear Assembly Programming
Topic: Phantasy Star Tunnel routine Disassembly
Replies: 3
Views: 49

Phantasy Star Tunnel routine Disassembly

At the request of a patreon backer I took a look at the caves of the "Phantasy star" game... These are a 3d animated cave section, which has smooth great looking graphics... PSScreen.png While I don't usually do it, I had a go at disassembling the section in a livestream... the stream is pretty long...
by akuyou
Tue Dec 10, 2019 1:19 pm
Forum: Introductions
Topic: Just saying hi..
Replies: 6
Views: 45

Re: Just saying hi..

Thanks for joining the forums, really interesting to hear your 'back story', and I'm glad you're finding my content interesting. It sounds like your experience is rather different to mine - my side of things was only software, and really only pretty run of the mill stuff - the ASM programming was so...
by akuyou
Tue Dec 10, 2019 1:10 pm
Forum: Other Z80 Systems
Topic: Amstrad plus series/gx4000
Replies: 3
Views: 48

Re: Amstrad plus series/gx4000

No problem... If you've not found it, I'm sure many others haven't - so it's worth re-iterating what's out there! :Cheers: There's a lot of people asking for things I've already done on youtube too... it gets quite confusing, as I'm not sure if they've not seen the existing content, or they don't co...
by akuyou
Tue Dec 10, 2019 12:58 pm
Forum: Chibi-News!
Topic: Chibiakumas gains a Forum!
Replies: 1
Views: 1781

Re: Chibiakumas gains a Forum!

I've been making some 'Chibi Akuma' smileys for the Discord server, and since they're supported on PHP-BB I thought I'd make use of them here as well! O.o Unlike on discord, you don't even have to pay $10 a month to use the animated ones!... Have fun everyone! :Cheers: Hmm.. the icons are a bit big ...
by akuyou
Sun Dec 08, 2019 8:19 am
Forum: Show and Tell
Topic: Final Fight CPC (VERY early demo video)
Replies: 5
Views: 317

Re: Final Fight CPC (VERY early demo video)

The regular CPC here is a 'speccy style' software sprite system. The CPC+ has hardware sprites, however they cannot be multiplexed like the C64, you can move them during the redraw, but cannot change the bitmap they show... ChibiAkumas Ep2 worked around this, showing the Heart and Scroll icons for p...

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