Joined
·
63 Posts
Yea, I second that! Nice to see another version of my try in Mario16 that didn't quite make it to goal..
I'll wait for the ROM. Please tykel?
I'll wait for the ROM. Please tykel?
Attaching the latest build. Needs scrolling draw optimization, but it's still rather smooth.
Low-FPS GIF:![]()
EDIT: Forgot to mention controls. D-pad for movement, A to jump, Start resets the game.
Thanks ref. Will take into consideration once more is implemented!Yeah that scrolling runs really smooth on my emuLooks great too!!
There's only 2 criticisms I would make at this point
1. The jumping feels far too quick, going up and down, would be good if you could slow that down a bit, by about 1/3 should probably do itMost good platformers have you jumping roughly the same speed that you run.
2. The running animation could probably do with 1 more intermediate frame, would probably make it look a bunch better!
Aside from that, it plays greatJust need stuff to do now!
![]()
Thank you. I started this from scratch, although once I posted it here I went back and remembered Mario16. I fired it up for old time's sake, and with some gravity implemented there's a solid base there!Great work tykel! Have you used/looked at any of the code from my Mario16? If not, we should join them into a Scrolling/layer/collision detection Lib to get some more Chip16 games in the future!I have problems restarting the game when using Reset in my nChip16 emulator. Not sure if this is feature of the game or my emulator that needs fixing!
Yeah still a bit of room there xD Not a massive amount though! You wanna leave some headroom incase you have a really busy scene, the cycle count could easily rack up. Try running it with a room full of blocks or something, see what your cycle count sits at thenEDIT: I am hovering around 10000-11000 cycles/frame right now, out of the 16666 available for 60 FPS. So I still have decent leeway to add more features.![]()
The ROMs I have tried so far all display graphics and work as expected. Even the other Mandelbrot ROMs appear to work fine! I have also logged my emulator and can't seem to find anything abnormal, although I am going to check my file loading routine again along with CPU initialisation etc.Do all the other available roms display graphics? or is it just Mandel that isn't working?
Have you tried logging your emulator to see if it does anything weird?
Yes, I can correctly display custom palettes. I used the Palette Flip ROM to verify this.Hmm, can you do custom palettes in your emulator? I believe one of the Mandelbrot roms uses a custom palette, so it could be just displaying the colours wrong.
My emulator is calling the 0xC4 opcode (which is PUSHF) whilst running this ROM. Is this the behaviour you also observe when running Mandel.c16?Yeah good plan, I'm not sure what's causing it by your description I'm afraid![]()