Lucas Scharenbroich
0a7d9e15c7
Add external entry point to the erase function
2021-10-28 22:18:33 -05:00
Lucas Scharenbroich
7ec1b8bc29
Fix dumb initialization bug in sprite plane
2021-10-28 21:52:48 -05:00
Lucas Scharenbroich
4e46a6af85
WIP: manual sprite rendering showing on screen
2021-10-28 21:41:01 -05:00
Lucas Scharenbroich
2feb6f590b
Add address in sprite plane for tile rendering; use in tile dispatcher
2021-10-27 00:14:19 -05:00
Lucas Scharenbroich
cc18c67491
Expand tile blitter temp space
2021-10-27 00:11:13 -05:00
Lucas Scharenbroich
82c1a8e2e4
Remember to cacluate the tile address when adding to the dirty tile list
2021-10-26 21:34:38 -05:00
Lucas Scharenbroich
0366c1a0e0
Fix missing index in the dirty tile initializations
2021-10-26 21:21:08 -05:00
Lucas Scharenbroich
3f2a9bd8d4
Do not export BG0 tile descriptors ith the mask bit set if there is only one layer defined
2021-10-26 21:19:37 -05:00
Lucas Scharenbroich
3b8bf652e1
Continued bug fixing
...
* Missed an XBA to swap tile command bits into a proper index range
* Explicitly track the BASE_ADDR
* Fix some register overwriting
* Add an UpdateSprite method
2021-10-23 22:31:38 -05:00
Lucas Scharenbroich
160606bcc4
Remove ineffective debug command line arg
2021-10-23 22:29:34 -05:00
Lucas Scharenbroich
71327111ea
Remove unused package
2021-10-22 08:22:55 -05:00
Lucas Scharenbroich
494673416b
Fix several incorrect uses of internal API; work toward functional demo
2021-10-22 00:56:12 -05:00
Lucas Scharenbroich
7bf14d4ba8
Fix debug command line parameters
2021-10-22 00:53:33 -05:00
Lucas Scharenbroich
4e779e71d2
Tile rendering reorganization
...
This significantly simplifies the dispatch process by creating a
proper backing store for the tiles. Most values that were
calcualted on the fly are now stored as constants in the tile
store.
Also, all tile updated are run through the dirty tile list which
solved a checken-and-egg problem of which order to do sprites vs
new tiles and affords a lot of optimizations since tile rendering
is deferred and each tile is only drawn at most once per frame.
2021-10-21 08:50:07 -05:00
Lucas Scharenbroich
c4762888ed
Add brief readme to start documenting the internals of GTE
2021-10-21 08:47:17 -05:00
Lucas Scharenbroich
71fd9c29e3
Pull the sprite plane banks into the test build
2021-10-21 08:46:26 -05:00
Lucas Scharenbroich
d84ce1d8ed
Fix typo
2021-10-21 08:44:49 -05:00
Lucas Scharenbroich
cc6408b064
Add fixed banks of memory to hold the sprite plane
2021-10-21 08:44:08 -05:00
Lucas Scharenbroich
74f96138d5
Remove BG1 code to simplify the test harness
2021-10-13 17:45:25 -05:00
Lucas Scharenbroich
9dbdeb64fe
Ignore build products
2021-10-13 15:14:39 -05:00
Lucas Scharenbroich
25925c4b95
Sample project to focus on sprite development
2021-10-13 15:13:52 -05:00
Lucas Scharenbroich
5b276c5ace
Fix overlay implementation
2021-10-11 21:39:30 -05:00
Lucas Scharenbroich
4d224a92d9
Fix pre-shift bug in the tile address calculation
2021-10-11 16:47:38 -05:00
Lucas Scharenbroich
4338b64338
First cut at a non-trivial overlay. Pallettes and tile indexes still to be fixed
2021-10-11 14:09:38 -05:00
Lucas Scharenbroich
2966b1052b
Add rendering path for masked dynamic tiles
2021-10-07 23:54:45 -05:00
Lucas Scharenbroich
59f9e61559
Compensate for the fact the Tiled animation IDs are one off of the map TileIDs
2021-10-07 21:57:56 -05:00
Lucas Scharenbroich
d5421afdbd
Fix off-by-one issue in tile IDs and make the entry point consistent in the code field generator
2021-10-07 18:33:06 -05:00
Lucas Scharenbroich
4006f76c02
Fix bcc/bcs typo when initializing timers
2021-10-07 16:38:20 -05:00
Lucas Scharenbroich
87ded17e20
Initial Tiled tile animation export support
...
* Tiled tile animations read from TSX files
* Hooks for initialization generated by the tiled export tool
* Animated tiles implements with dynamic tiles backed by 2KB of direct
page space in Bank 00
* Animation resolution limited to 1/60th incremenents
TODO
* Fix crasher in the _DoScriptSequ timer callback
* Fix single-line of garbage on the top line of the dynamic tiles
2021-10-06 07:10:09 -05:00
Lucas Scharenbroich
7d7a54a731
Update tiled export to create code to start timer scripts for animated tiles
2021-09-05 17:40:34 -05:00
Lucas Scharenbroich
2ef67e0a1c
Sample project to demonstrate fringe + base tiles
2021-09-02 16:53:21 -05:00
Lucas Scharenbroich
a82c1248db
Add untested framework for handling fringe tile rendering
2021-08-30 22:14:04 -05:00
Lucas Scharenbroich
5cfb32c4b1
Tweak ignore files
2021-08-30 22:13:24 -05:00
Lucas Scharenbroich
a72ac83b12
Add skeleton for fatdog RPG demo
2021-08-30 20:31:02 -05:00
Lucas Scharenbroich
529e4a98bc
Add a tool to export fatdog's images with embedded palette and SCB information
2021-08-28 16:44:14 -05:00
Lucas Scharenbroich
4d6b97ed2c
Small PoC to validate animation timers working
2021-08-26 21:22:42 -05:00
Lucas Scharenbroich
f55192436a
Final reorg; all projects build into a unified disk image for testing
2021-08-26 17:15:44 -05:00
Lucas Scharenbroich
dc8697af30
Add separate folder for different demos
2021-08-26 16:46:01 -05:00
Lucas Scharenbroich
dcf93892a7
Reorg some more files and tweak paths
2021-08-26 16:45:23 -05:00
Lucas Scharenbroich
2e11ba74ee
Rename memory init file
2021-08-26 16:43:14 -05:00
Lucas Scharenbroich
02eff2c612
Move all assets into shell demo
2021-08-26 16:30:14 -05:00
Lucas Scharenbroich
1263375095
Move test app into its own demo folder
2021-08-26 16:24:46 -05:00
Lucas Scharenbroich
69c6104742
Small initialization and jsr/jsl updates
2021-08-26 16:12:08 -05:00
Lucas Scharenbroich
4af66fa13a
Fix initialization order
2021-08-26 09:45:40 -05:00
Lucas Scharenbroich
fe18759759
Refactor original demo driver to use GTE Core; move functions around
2021-08-26 08:52:43 -05:00
Lucas Scharenbroich
d261745347
Add a couple of fatdog image assets
2021-08-25 09:38:25 -05:00
Lucas Scharenbroich
7d5f7aa721
Refactor GTE Core to be included as an independent Segment in other projects
2021-08-25 09:38:02 -05:00
Lucas Scharenbroich
023332dfe6
Update fatdog demo to use shared GTE Core
2021-08-25 09:35:54 -05:00
Lucas Scharenbroich
99e4505a34
Consolidate all of the project macros into one folder; merlin32 only takes one macro path on the command line
2021-08-25 09:34:26 -05:00
Lucas Scharenbroich
23f7e5b0fb
Fully flesh out Script execution implementation
2021-08-25 09:28:53 -05:00