How does page flipping work?

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Por Grauw

Ascended (10565)

Imagen del Grauw

16-08-2014, 20:39

By the way, for drawing tiles, usually people put the tiles on e.g. page 2 and use VDP copy commands to draw them (block by block, not line by line), rather than OUT-ing them manually to VRAM with the CPU. Though this probably works fine too, just a little more CPU load while the VDP is left idle.

Por Driehoogvoor

Resident (52)

Imagen del Driehoogvoor

16-08-2014, 21:03

Yeah, I understand. It would be a shame to not give the VDP anything to do while I'm struggling to get the Z80 to do everything for the next frame. In the game, there are falling blocks, so I think I'll have those rendered by the VDP. You can't see it in the prototype yet, but there are some more graphical assets in the background too, that could be handled by the VDP. I've sketched some simple flowcharts to see what should be done and when.

Well, enough coding for today. Time for either SD Snatcher or Hydlide 3. Smile

Por Grauw

Ascended (10565)

Imagen del Grauw

16-08-2014, 21:07

I’ve never played Hydlide 3, let me know what you think Smile.

Por Driehoogvoor

Resident (52)

Imagen del Driehoogvoor

16-08-2014, 21:21

You should definitely try it sometime! It really is an awesome game, even though the puzzle solving is a bit cryptic at times and the game mechanics might some taking used to. The MSX2 version is beautiful: soft sprites galore and you even see every item you equip (armor, helmets, shields, and all possible combinations). The game is as fantasy as it gets: you'll explore under water castles, a city that's floating in the clouds, you'll fight three-headed dragons, and all kinds of nasty stuff. Smile The only real bad part is the saving. It can save to either cassette or FM-PAC SRAM, but nothing else. There is a, shall we say, "legally challenged" version that can save to disk.

I've finished both games before, but that was years ago. I bought the Project Melancholia translation of SD Snatcher a little over a week ago. It's been fun playing through that game again, I'm halfway disk two now. Such an amazing game.

Por hit9918

Prophet (2921)

Imagen del hit9918

17-08-2014, 11:45

Using the VDP in single line borderfill, just the setup alone takes more than cpu render.
Would need to do one char per frame and things ahead of time, extra logic.
And it needs that invisible part of memory that only vertical scroll has.

Well and what are "falling blocks". Maybe hardware sprites?

Por Driehoogvoor

Resident (52)

Imagen del Driehoogvoor

17-08-2014, 12:01

Have you been able to get the game running? If not, I'll explain it so you'll have some context: the game plays in the world of Tetris. You're a bug in the game and while the game is 'crashing', it all falls down. The level slowly sinks into the ground, and you'll end up in the raw world above the Tetris screen we all know from Game Boy fame—Nintendo definitely hasn't been keeping it tidy. The layout is a mess, there's grass growing everywhere and blocks are falling everywhere.

The version that's online was meant as a physics test. It's not really playable as there's no proper game over state (you'll have to reload the page when you die) and level generation is a mess (you could fall to your death when it loads). There's also tons of graphical assets missing and stuff like the title screen, game over screen, etc. I'm still working on those. Smile

I probably won't be using hardware sprites for the blocks, as they can have up to four colors in them and I don't want any flickering. The map doesn't scroll down every frame, only every 8 or 10 frames or so. So that'll leave me some room to handle the blocks as software sprites, I think.

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