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