Commit Graph

98 Commits

Author SHA1 Message Date
Vince Weaver
b99f48b7d5 snes: finish init enemies
in theory they are all set up now.
Next to get them moving
2013-02-05 16:48:29 -05:00
Vince Weaver
5d0d665f1f snes: now iterate all enemies at creation 2013-02-05 16:24:10 -05:00
Vince Weaver
41c2eef853 snes: finish commenting svmwgraph code 2013-02-05 16:16:43 -05:00
Vince Weaver
5e938abc53 snes: make activate sprite 16-bit accumulator clean
now things are working again
2013-02-05 16:13:35 -05:00
Vince Weaver
b61b08fa60 snes: validate all rep/sep setting register size
URGH I hate how they did this, and it would be nicer if it
had a better mnemonic.  I guess I could redefine myself.

anyway all of them should be proper now
2013-02-05 16:07:02 -05:00
Vince Weaver
5f10b61fa8 snes: attempt to fix issue when top of B/A is not zero
Still not working
2013-02-05 15:56:47 -05:00
Vince Weaver
0711e7fffd snes: work on enemies some more
in theory now we are selecting one of 8 types
2013-02-05 15:25:32 -05:00
Vince Weaver
ef8a171a8b snes: actually use enemy sprites for the enemy
the enemy still doesn't move
2013-01-31 16:30:23 -05:00
Vince Weaver
05c7b4b101 snes: add more enemy sprites
so we can use them as actual enemies
2013-01-31 16:17:41 -05:00
Vince Weaver
4cf2b11b4a snes: start of activating enemy code
they sort of appear in the corner, using existing sprites
2013-01-30 22:30:02 -05:00
Vince Weaver
889515f2c5 snes: missiles die when off end of screen 2013-01-30 01:29:14 -05:00
Vince Weaver
131b79cabf snes: firing missiles sort of works
they wrap around top of screen so you can never fire more than 2 total.
It's a start though.
2013-01-30 01:16:17 -05:00
Vince Weaver
b35021a073 snes: more work on missile sprite movement 2013-01-29 17:05:01 -05:00
Vince Weaver
72ea76cfa9 snes: missile firing is getting there
at least when you press 'A' a missile appears
2013-01-26 00:25:12 -05:00
Vince Weaver
8234ea622d snes: have traditional TB1 left/right motion working 2013-01-25 23:42:46 -05:00
Vince Weaver
4b90003796 snes: comment out most of the 6502 engine
will gradually add it back in
2013-01-25 23:01:31 -05:00
Vince Weaver
bd21fcabaf snes: merge in game engine from Apple II port
we'll see how that goes
2013-01-25 21:53:50 -05:00
Vince Weaver
e9aa81ccda snes: make star scrolling wrap properly 2013-01-25 17:37:24 -05:00
Vince Weaver
0ee9573daa snes: have level_1 load the star background 2013-01-25 17:21:10 -05:00
Vince Weaver
60997734cb snes: make pcx_to_compressed_tilemap take palette argument 2013-01-25 17:20:47 -05:00
Vince Weaver
81e592bd31 snes: star background
add star background graphic.
I'm not sure if I like how it turned out, but it will do for now.
2013-01-25 17:20:17 -05:00
Vince Weaver
6d9412fdae snes: can now move ship left/right 2013-01-25 00:38:08 -05:00
Vince Weaver
db9e66cc86 snes: add wait_until_keypressed routine 2013-01-24 23:18:08 -05:00
Vince Weaver
4bba2a0fd5 snes: display rudimentary level 1
also fix some issues with opening and fading and title screen
zsnes hides a multitude of sins
2013-01-24 00:04:24 -05:00
Vince Weaver
355b4cc539 snes: add fade in/fade out routines 2013-01-23 16:09:18 -05:00
Vince Weaver
16fd44d0ae snes: cleanup the opening screen code a bit
Some other misc minor cleanups.
2013-01-23 12:00:55 -05:00
Vince Weaver
4941aa8cc9 snes: use common DMA loading routines
This makes loading the compressed tilemaps a bit more streamlined.
2013-01-22 17:40:04 -05:00
Vince Weaver
011aeb54cc snes: added generic palette load function
Uses DMA
2013-01-22 16:23:11 -05:00
Vince Weaver
f217ef0d41 snes: make opening logo compressed
had to make the image full-screen width again
this makes the display not work right, known problem
2013-01-22 16:22:26 -05:00
Vince Weaver
d798e031eb snes: make pcx_to_compressed_tilemap_8bpp.c generic
It should now work for 4bpp tiles too
2013-01-22 15:30:19 -05:00
Vince Weaver
7e6e1203a2 snes: add level1 background graphic
still not sure I like everything about it
2013-01-22 11:37:50 -05:00
Vince Weaver
dbaf404ec3 snes: rename tb_snes to tb1_snes
I kept typing it wrong anyway, and hey, git makes rename easy
2013-01-22 09:53:01 -05:00
Vince Weaver
b08cd34114 snes: implement compressed tilemap tool
This reduced the title screen from 896 tiles to 478 tiles
2013-01-21 16:08:13 -05:00
Vince Weaver
a064de86c9 snes: Use compressed tilemap for title
This actually makes the executable bigger for now, as
it's not actually compressing yet.
2013-01-21 15:23:24 -05:00
Vince Weaver
75fccd3ce8 snes: add tools for generating "compressed" tilemaps 2013-01-21 15:15:42 -05:00
Vince Weaver
e0208e2ad1 snes: re-add title screen back in 2013-01-21 15:15:11 -05:00
Vince Weaver
b9dda3dbce snes: sprite displaying properly!
Looks nice
2013-01-21 13:54:50 -05:00
Vince Weaver
5d8a70dc96 snes: pcx_to_tiles_4bpp
forgot to actually add the command-line parsing code
2013-01-21 13:17:00 -05:00
Vince Weaver
8e77643bb4 snes: pcx_to_tiles_4bpp
clean up code, add command line argument for label name
2013-01-21 13:12:53 -05:00
Vince Weaver
2687dfe6a2 snes: remove pcx_to_sprite tool
We'll just use the pcx to 4bpp tile tool instead
2013-01-21 13:04:58 -05:00
Vince Weaver
b77a08de38 snes: fix sprite copy routine
urgh the 8/16 bit rep/sep strikes again
2013-01-21 12:05:57 -05:00
Vince Weaver
50596ea3b4 snes: Start adding some sprite code
This includes some common sprite clearing code in svmwgraph
2013-01-21 11:49:17 -05:00
Vince Weaver
44d5009a61 snes: have both opening screen and title screen come up 2013-01-19 02:09:55 -05:00
Vince Weaver
53609b2226 snes: opening has right colors 2013-01-19 01:58:58 -05:00
Vince Weaver
2c190bd88c snes: have opening splash partially implemented 2013-01-19 00:20:13 -05:00
Vince Weaver
aedf6ea385 snes: initial work toward opening screen
also some work on the sprites.  Sad to reduce the nice 256 color
sprites to 16-color
2013-01-18 23:40:56 -05:00
Vince Weaver
d7882d311b snes: make pcx_to_tiles_8bpp take argument
Now it takes a parameter for the label names
2013-01-17 21:46:29 -05:00
Vince Weaver
3ecc15c4a0 snes: Move title_screen out to a module 2013-01-17 21:37:27 -05:00
Vince Weaver
80dc74f5d9 snes: use mode 3 for title screen
For some reason was using mode 4, but that has crazy offset mode
which was doing weird things on some of the emulators.
2013-01-16 22:56:34 -05:00
Vince Weaver
78c0113545 snes: checksum working
Finally got the checksum working.  I had the checksum/complement
fields reversed somehow.
2013-01-16 21:49:25 -05:00