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Socoder -> Handheld Coding -> They Are Everywhere - Gameboy Edition Updates

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Wed, 02 Sep 2015, 15:42
cyangames
So, after drawing up the mock-up screen in photoshop last night, I'm 55 8 by 8 tiles deep and made a lil map of it all, small steps as usual at first, I have to plan this one out a bit more with bank switching 'n' stuff, thank goodness I can use sprite flipping at least!




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Web / Game Dev, occasionally finishes off coding games also!
Thu, 03 Sep 2015, 16:22
cyangames
Got the scrolling bg working tonight and, separately, got the sprite flipping working for different directions.

Now I need to switch the palettes up a bit, in order to make the lightest colour solid and the darkest colour transparent. Time to play with registers again!



|edit| Aww yeah, loving registers!

|edit|


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Web / Game Dev, occasionally finishes off coding games also!
Fri, 04 Sep 2015, 17:24
cyangames
Had to play around with how the main screen worked a fair bit tonight sadly, but, it works, which is cool.

Made the game screens background through scripting to save on ROM / RAM.

So, you can start and move the ship around a little bit so far, also I found out that Windows can't use transparency on the system. which changed things around a bit!

TAE GB ROM

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Web / Game Dev, occasionally finishes off coding games also!
Sat, 05 Sep 2015, 05:12
Jayenkai
That's some lovely smooth scrolling you've got going on there!
Hopefully you can get the rest of the game running as silkily smooth!

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Sat, 05 Sep 2015, 05:16
cyangames
Hopefully! I'm also trying to figure out how I can reverse engineer the games music into some format I can read into the gameboy. Somehow!

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Web / Game Dev, occasionally finishes off coding games also!
Sun, 06 Sep 2015, 15:39
cyangames
Independent movement and firing direction added tonight, huzzah! TAE GB ROM

Hold A to maintain firing direction whilst moving.

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Web / Game Dev, occasionally finishes off coding games also!
Mon, 07 Sep 2015, 04:42
Jayenkai
Yup, that ship turns!!
Mon, 07 Sep 2015, 05:33
cyangames
Indeed it does!

I've setmyself up a list of sprites for what can be what now, as I can only have a maximum of 40 on the screen.

0-3 => Player Ship
4-7 => Player Shots
8-35 => Enemies x 7
36-39 => Misc Effects / Explosions

Only used 30% of the ROM so far, figured out that const values are stored in RAM after probing NO$GB and I've tried to ensure that any other player values are declared but no initialised until they need to be, in order to store them in RAM also. I want to avoid changing RAM / ROM banks if at all possible currently!

Probably going to jump up to 128 sprites at least from the current 64 which could be an issue later down the line. We shall see I guess.

If I must then I could swap rom banks between game and non-game content, that'll be th first thing to try out, anyhoo, I should probably be coding up websites right about now! Game coding again tonight!

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Web / Game Dev, occasionally finishes off coding games also!
Mon, 07 Sep 2015, 15:47
cyangames
Okay, up to 96 Sprites and 45% of the available space.

Added auto shooting, ship containment to the grid area and it seems to sync with the background movement nicely.

Tomorrow I'll try to actually add some enemies!

It really is slow this gameboy development compared to unity but hey, slow target system, slow development I guess!

TAE GB ROM

-=-=-
Web / Game Dev, occasionally finishes off coding games also!
Mon, 07 Sep 2015, 15:56
Jayenkai
Nah, it just takes a bit more thinking to wrap your head around all the limitations and things. .. And that's half the fun of coding, right!?

Looking good. Would be interesting to know whether screen-blur would cause any issues, though.

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Mon, 07 Sep 2015, 16:05
cyangames
Haha, yes, I haven't really checked the whole screen blur side of things on this, ohhh flip! Hoping that my gameboy pocket will co-operate with it! (Might have to up the contrast on the enemies though)

It really is a lot of the fun of coding, well, on this system anyhoo

I'm finding that I'm putting into place a lot of the optimisations I'm learning through here into the web work I do.

PHP, Javascript and C are fairly similar really at the base levels after all.

Not heard anything from my old house as of yet though, which is a bit of a worry. Might hop down there this weekend to see if anyone lives there perhaps.

One handy trick I'm using with the gameboy dev stuff is exploiting the wrap-aroundness of unsigned 8 bit integers, should make off-screen hit detection a bit nicer.

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Web / Game Dev, occasionally finishes off coding games also!
Wed, 09 Sep 2015, 07:55
Dabz
Looking well fella!

*thumbs up*

Dabz
Wed, 09 Sep 2015, 15:47
cyangames
Pew pew!



The screen already seems pretty full with just 4 enemies on screen, ohhh screen resolutions!

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Web / Game Dev, occasionally finishes off coding games also!
Wed, 09 Sep 2015, 16:21
Jayenkai
Lovely big sprites, though
Thu, 10 Sep 2015, 13:21
cyangames
Woo! Flash Cart get!

The games work okay on there also, which is handy. But yeah, scrolling. blurry spikes! Still playable though. They are everywhere seems to run well on it which is good news, bigger sprites are a good thing it would seem!

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Web / Game Dev, occasionally finishes off coding games also!
Thu, 10 Sep 2015, 17:07
cyangames


Now, that's how ode to joy looks like for me at the moment!

As usual, I've gone about things in the oddest way possible, but it sort of works. Each note is currently 2 bytes, one for either register, I'll be adding a 3rd one for note duration in a little bit.

Boils down to this, got a bunch of frequencies and the names of each note, did some php so I could quickly get the register values, then input the music qBasic style into a web form and out pops the code I need!

Probably could be done in a much easier way, but this seems to be working so It'll do for the moment

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Web / Game Dev, occasionally finishes off coding games also!
Thu, 10 Sep 2015, 17:11
Jayenkai
If it works, it works!!

Might want to look into oldskool ringtone melodies. They were nice and compact.

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Thu, 10 Sep 2015, 17:17
cyangames
Aye, although 3 bytes per note I can (hopefully) live with. I can always split the sound down into segments and have different segments play in a set arrangement to further reduce memory usage if I need to though.

Buttt, that's for tomorrow, sigh, time to get some more sleep!

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Web / Game Dev, occasionally finishes off coding games also!
Fri, 11 Sep 2015, 18:20
cyangames
Music Me Do!

Title
Sat, 12 Sep 2015, 03:33
cyangames
Figuring out the whole multiple ROM banks and bank switching. Should make life harder, then easier

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Web / Game Dev, occasionally finishes off coding games also!
Sat, 12 Sep 2015, 03:49
Jayenkai
A few bum-notes in there, but good to see it's at least off the ground.

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Sun, 13 Sep 2015, 16:44
cyangames
Aye, I think I need to update my tables to get the frequencies right, they seem rather off compared to Bosca Ceoils values.

But, I've got past the evils of ROM switching tonight and can now switch between 7 of them, which is nice as the switching is fairly instant. Mmmm 128kb, so moreish!

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Web / Game Dev, occasionally finishes off coding games also!
Sun, 13 Sep 2015, 16:45
Jayenkai
Oooh, lovely stuff. Will that be for enemy sprites?

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Sun, 13 Sep 2015, 17:00
cyangames
It could be for err anything I guess. But yeah, If sprites or music become an issue I'll dedicate 1 bank to loading into RAM, then switching to the next bank.

Currently, sprites and music are stored in the main bank but I'm not too short on space yet on that one.

I'll need to change how my variables are declared for somethings, that is for certain and improve my music player so it consumes less memory. Shouldn't be too tough. (hopefully)

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Web / Game Dev, occasionally finishes off coding games also!
Mon, 14 Sep 2015, 15:53
cyangames
Set up the banks to have different BGM per screen, still sounds fairly shoddy but, it sounds, still

Got the next screen up and ready -->

|edit| Note to self, sfx may need to be compressed to only a few bytes:
start freq [2]
end freq [2]
change speed [1]
change direction [1]
squarewave duty amount [1]
volume [1]

8 bytes, per sound effect, should allow for a fair few bleeps and bloops at least!
|edit|


-=-=-
Web / Game Dev, occasionally finishes off coding games also!
Mon, 14 Sep 2015, 16:30
rockford

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