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
Lucas Scharenbroich
740a0f260d
Fix bug that causes one-shot timers to loop forever
2021-08-24 15:58:36 -05:00
Lucas Scharenbroich
48bb361730
Early peek at the Timers/Scripting engine
2021-08-24 15:45:33 -05:00
Lucas Scharenbroich
31ab86b7fc
Wire up skeleton build framework; prove 2MG image in the emu/ folder as a buld target
2021-08-21 16:59:43 -05:00
Lucas Scharenbroich
0b4373469e
Use new sprite sheet from fatdog; wire up MrSprite to generate sprite code for now
2021-08-21 14:25:44 -05:00
Lucas Scharenbroich
a0055cee46
Add demo assets from Slack thread
2021-08-21 10:01:35 -05:00
Lucas Scharenbroich
238d2f0a6f
Fix banking bug and enable BG1 tile maps
2021-08-20 20:20:47 -05:00
Lucas Scharenbroich
e607612344
Add initial build-out of BG1 tile map support
2021-08-19 01:22:36 -05:00
Lucas Scharenbroich
4c5b090afe
Fix crashing bug when replacing BG1 tiles with BG0 tiles
2021-08-19 01:21:37 -05:00
Lucas Scharenbroich
07ac2b017f
Fix indexing error in Tiled export. Solid tiles are no longer marked as masked
2021-08-19 00:47:34 -05:00
Lucas Scharenbroich
0650c7dddc
Fix package description
2021-08-19 00:03:36 -05:00
Lucas Scharenbroich
c6491dc38c
Remove binary file
2021-08-18 21:30:00 -05:00
Lucas Scharenbroich
b382c20147
Create a skeleton for experimenting with Pa-Man playfields
2021-08-18 21:29:02 -05:00
Lucas Scharenbroich
dfb2d10edf
Clear the second background to solid tile
2021-08-17 16:23:55 -05:00
Lucas Scharenbroich
4609b5c4b9
Identify tiles that should be masked from Tiled maps
2021-08-17 16:23:23 -05:00
Lucas Scharenbroich
aaac50cf8c
Fix some script names that did not get changed
2021-08-17 09:47:01 -05:00
Lucas Scharenbroich
55e15aa894
Restore full tile dispatcher code
2021-08-17 09:46:45 -05:00
Lucas Scharenbroich
b35a2c1e6e
Complete masked tile rendering implementation
...
The core data tables were reworked to pre-reverse all of the
entries to directly match the right-to-left ordering of the code
fields. This simplified some code but was required for register
reuse in the masked tile renderer.
Also fixed several offset calculation issues in the masked tile
renderer.
2021-08-17 09:33:27 -05:00
Lucas Scharenbroich
5ad95f4609
Use 8-bit accumulator to read softswitches
2021-08-15 09:25:42 -05:00
Lucas Scharenbroich
2540359f60
Fix plx/pla ordering in tile dispatcher
2021-08-14 21:56:08 -05:00
Lucas Scharenbroich
1492ac3b36
Map Tiled Horizontal and Vertical flip flags onto GTE equivalents
2021-08-14 21:22:21 -05:00
Lucas Scharenbroich
232f94d30e
Fix layer comparison function
2021-08-14 21:09:35 -05:00
Lucas Scharenbroich
d9133a2170
Switch to using exported Tiled project assets
2021-08-14 20:58:37 -05:00
Lucas Scharenbroich
44ee61a3f3
Improve export of Tiled projects. Does level data and tileset export in one command now
2021-08-14 20:57:00 -05:00
Lucas Scharenbroich
191094e7e6
Update Tiled project to include a second layer, transparent color on tiles and better names
2021-08-14 20:56:19 -05:00
Lucas Scharenbroich
ce51563913
Fix small code issues and sync up tool output with code changes. Maps render again with solid tiles
2021-08-13 11:57:41 -05:00
Lucas Scharenbroich
652729081e
Stub in more tile rendering functions; does not crash but renders incorrectly
2021-08-13 11:38:06 -05:00
Lucas Scharenbroich
90124b04bc
First draft of masked tile support
...
Need to have the called provide a copy of the base line address to the
masked drawing code and need to verify that the JTable entries are
ordered the same way as the byte offset so the same register can be used
to load the JMP addresses and patch in the LDA (DP),y instructions.
2021-08-13 10:05:28 -05:00
Lucas Scharenbroich
e3cb742626
Fix tile rendering
...
This is not quite correct yet. IT appears that two rows or columns are
drawn on the edges when only a single solumn or row is necessary. Also,
this code is based on the old GTE codebase, so the initial rectangle for
rendering tiles is width+1, height+1. This can be improved.
2021-08-10 07:59:14 -05:00
Lucas Scharenbroich
b9fced46cd
Debugging overlay to show variables on screen
2021-08-10 07:58:09 -05:00