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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: Galad on January 30, 2018, 09:09:17 PM

Title: Galads Game Dev Thread
Post by: Galad on January 30, 2018, 09:09:17 PM
Yeah it's a old c64 game and my art sucks but it's something.Big thanks to The Old Rover for all the information he has shared,learnt quite a lot from it.Thank you.

Updated 2/7/2018


Title: Re: Finally started programming a small game
Post by: Necromancer on January 31, 2018, 01:15:27 AM
That's pretty damn nice for just starting out.  Good luck to ya!

What's the tune from?  It sounds familiar.
Title: Re: Finally started programming a small game
Post by: Galad on January 31, 2018, 01:44:27 AM
BomberMan 93
Title: Re: Finally started programming a small game
Post by: esteban on January 31, 2018, 08:53:56 AM
MAGNIFICENT, comrade!

:)
Title: Re: Finally started programming a small game
Post by: ParanoiaDragon on January 31, 2018, 09:31:03 AM
Nice!  Definitely looking forward to it!
Title: Re: Finally started programming a small game
Post by: Gredler on January 31, 2018, 03:53:14 PM
Kickass job, great work, excellent first effort! Welcome to the home-brew-crew!!!
Title: Re: Finally started programming a small game
Post by: Galad on January 31, 2018, 05:02:28 PM
Thanks gentlemen,appreciate the encouraging comments.
Title: Re: Finally started programming a small game
Post by: esteban on January 31, 2018, 10:56:37 PM
Thanks gentlemen,appreciate the encouraging comments.

Oooooooh, updated graphics.

:)

Different song.

Title: Re: Finally started programming a small game
Post by: exodus on February 01, 2018, 08:44:29 AM
Good stuff!! keep going!!
Title: Re: Finally started programming a small game
Post by: nodtveidt on February 01, 2018, 09:08:49 AM
Nice work. :)
Title: Re: Finally started programming a small game
Post by: touko on February 02, 2018, 04:08:28 AM
Really good, i like the music ;-)
Title: Re: Finally started programming a small game
Post by: Arkhan on February 03, 2018, 09:35:50 PM
Hey! galad!

You should idle on IRC so when I see your messages, you're still there so I can reply, lol...

glad you made your way here as well.

What are you using for the music?  That's always my curiosity point since we don't have alot of options for that.

I am assuming Squirrel, since you mentioned you dove into 3MLE on IRC.   Feel free to ask about MML.   That stuff makes me excited.
Title: Re: Finally started programming a small game
Post by: Galad on February 03, 2018, 10:36:32 PM
My plan is to use Squirrel once I have a good grasp on 3mle.I'll idle in the chat,thanks for all your help also Arkhan.
Title: Re: Finally started programming a small game
Post by: touko on February 04, 2018, 07:05:21 AM
I was sure you used squirrel, it sounds piramid plunderish !!  :-k
Title: Re: Finally started programming a small game
Post by: Galad on February 04, 2018, 01:04:37 PM
What's the tune from?  It sounds familiar.



BomberMan 93




I'm just using cd_playtrk for now,as a place holder sorry if there was any confusion about this.


Title: Re: Finally started programming a small game
Post by: Arkhan on February 04, 2018, 06:04:23 PM
My plan is to use Squirrel once I have a good grasp on 3mle.I'll idle in the chat,thanks for all your help also Arkhan.

Ohhh, you have it playing a .wav file of the tune, and this is a CD build?

I see.


Definitely idle and leave messages.  A few times you popped in, you left before I got to answer stuff.   It's always good to be able to bounce ideas off people and see if you are doing anything dumb
Title: Re: Finally started programming a small game
Post by: Galad on February 04, 2018, 09:13:06 PM
Yes CD build




Definitely idle and leave messages.  A few times you popped in, you left before I got to answer stuff.   It's always good to be able to bounce ideas off people and see if you are doing anything dumb

Definitely will do

I would like to release this a CD only and have asked a scene musician I've worked with before in the C64 scene to help so will see how that goes.
Title: Re: Finally started programming a small game
Post by: Arkhan on February 09, 2018, 05:30:41 PM
GALAD WHERE YOU AT.
Title: Re: Finally started programming a small game
Post by: Gredler on February 09, 2018, 05:37:47 PM
Coding some sick shit I assume, keep it up Galas, awesome progress!
Title: Re: Finally started programming a small game
Post by: Galad on February 10, 2018, 05:15:00 PM
GALAD WHERE YOU AT.

Studying and coding brother,I want to get on irc and chat"ask questions" that's coming,brace yourself bro.
Title: Re: Finally started programming a small game
Post by: Galad on February 10, 2018, 05:56:47 PM
Coding some sick shit I assume, keep it up Galas, awesome progress!
I am indeed coding,thanks for the encouragement Gredler much appreciated.My C code has improved quite a lot in a short span.
Stay Tuned,the art is killer and takes 95% of my time,next is scrolling map with tile collision,Arthur projectiles.
Title: Re: Finally started programming a small game
Post by: Galad on February 15, 2018, 02:54:50 PM
Title: Re: Finally started programming a small game
Post by: Gredler on February 15, 2018, 03:07:05 PM
heck yeah, more great work dude nice!
Title: Re: Finally started programming a small game
Post by: ParanoiaDragon on February 15, 2018, 05:32:21 PM
What the?  Galad, is that yours, or someone elses?  Very cool!  I wonder, it seems like it'd be easy to upgrade that a tad by making the mountains in the background into sprites(unless tiles are doable) for some pseudo parallax!
Title: Re: Finally started programming a small game
Post by: Arkhan on February 15, 2018, 08:51:35 PM
What the?  Galad, is that yours, or someone elses?  Very cool!  I wonder, it seems like it'd be easy to upgrade that a tad by making the mountains in the background into sprites(unless tiles are doable) for some pseudo parallax!

rule #1 to new programmerings:

Don't tell them to mess with parallax, lol
Title: Re: Finally started programming a small game
Post by: Galad on February 16, 2018, 03:39:37 AM
What the?  Galad, is that yours, or someone elses?  Very cool!  I wonder, it seems like it'd be easy to upgrade that a tad by making the mountains in the background into sprites(unless tiles are doable) for some pseudo parallax!

Yeah it's mine,programming parallax scrolling would complicate programming much more for me at this point and I really don't want to start adding more to the project.Keep in mind I'm still new to huc and C in general,maybe in the future when I have more experience.Thank you for the suggestion though I appreciate the feedback and ideas.



rule #1 to new programmerings:

Don't tell them to mess with parallax, lol

Good advice

heck yeah, more great work dude nice!


Thank you Gredler

Title: Re: Finally started programming a small game
Post by: Necromancer on February 16, 2018, 04:25:13 AM
Looks nice, especially for a guy just learning the ropes.  :mrgreen:
Title: Re: Finally started programming a small game
Post by: Punch on February 16, 2018, 08:11:27 AM
This does feel a lot like it's from the actual Ghosts and Goblins game, the movement of the character feels very familiar. You're probably gonna do a good port of the game if you choose to proceed with that demo.

If you end up doing it please make this the default music for the first stage, thanks in advance.


 :mrgreen: :mrgreen: :mrgreen: :mrgreen:
Title: Re: Finally started programming a small game
Post by: Arkhan on February 16, 2018, 08:42:02 AM
Good advice

Parallax is an overrated demand people want.  And yes, if you're just learning, it will only result in extra headaches.

Lots of really great PCE games don't even use parallax, so remember that when people hassle you about no parallax.

and then point them to Ninja Gaiden for an example of shit parallax, lol.

It looks good though.   I am looking forward to you getting frustrated while implementing the red gargoyle thingy that attacks you in level 1.   \o/

Title: Re: Finally started programming a small game
Post by: Galad on February 16, 2018, 11:09:03 AM

It looks good though.   I am looking forward to you getting frustrated while implementing the red gargoyle thingy that attacks you in level 1.   \o/


The Red Devil/Red Arremer,not looking forward to implementing him.
Title: Re: Finally started programming a small game
Post by: Black Tiger on February 16, 2018, 11:25:13 AM

It looks good though.   I am looking forward to you getting frustrated while implementing the red gargoyle thingy that attacks you in level 1.   \o/


The Red Devil/Red Arremer,not looking forward to implementing him.

If you can give us insight into how his behaviour actually works, that would be super cool. :P
Title: Re: Finally started programming a small game
Post by: NightWolve on February 16, 2018, 12:26:15 PM
I am looking forward to you getting frustrated while implementing the red gargoyle thingy that attacks you in level 1.   \o/

The Red Devil enemy was a helluva epic bastard, kudos to Capcom for its creation!
Title: Re: Finally started programming a small game
Post by: ParanoiaDragon on February 16, 2018, 07:45:53 PM
What the?  Galad, is that yours, or someone elses?  Very cool!  I wonder, it seems like it'd be easy to upgrade that a tad by making the mountains in the background into sprites(unless tiles are doable) for some pseudo parallax!

rule #1 to new programmerings:

Don't tell them to mess with parallax, lol

True dat!  I don't want to push the issue, I just like seeing parallax on the Turbob, not to mention in general I'd love to see older games looking better than the original arcade versions.  Whether it be with more shading/colors, parallax, etc.
Title: Re: Finally started programming a small game
Post by: touko on February 17, 2018, 02:11:36 AM
Galad:What version of huc you're using , the old 3.21 or elmer's one ??
Title: Re: Finally started programming a small game
Post by: Black Tiger on February 17, 2018, 03:03:39 AM
What the?  Galad, is that yours, or someone elses?  Very cool!  I wonder, it seems like it'd be easy to upgrade that a tad by making the mountains in the background into sprites(unless tiles are doable) for some pseudo parallax!

rule #1 to new programmerings:

Don't tell them to mess with parallax, lol

True dat!  I don't want to push the issue, I just like seeing parallax on the Turbob, not to mention in general I'd love to see older games looking better than the original arcade versions.  Whether it be with more shading/colors, parallax, etc.

FX Unit Yuki's 20-ish parallax scenes will hopefully balance your homebrew parallax (and shading/color) fix.
Title: Re: Finally started programming a small game
Post by: Galad on February 17, 2018, 03:21:17 AM
touko,I'm using elmers 3.99
Title: Re: Finally started programming a small game
Post by: Arkhan on February 17, 2018, 04:19:51 PM
Welp, there goes using Squirrel/MML, lol.
Title: Re: Finally started programming a small game
Post by: Galad on February 18, 2018, 02:23:18 AM
Welp, there goes using Squirrel/MML, lol.

Unfortunately I wasn't aware of that ,I started with an older version and updated without that knowledge.
Title: Re: Finally started programming a small game
Post by: Punch on February 18, 2018, 02:31:13 AM
I thought Squirrel was just a wrapper to the Syscard BIOS built in music engine, what gives?
Title: Re: Finally started programming a small game
Post by: Galad on February 18, 2018, 02:31:20 AM


Just a quick heads up;

Zombies not spawning on the left side of Arthur is because I'm testing and need to adjust the tables like the arcade does it.Also not implemented yet..... no fast zombie walkers,item carrying zombies,they don't re-enter into the ground,they only walk one way,zombies stop spawning on red devil stage,the spawning time needs to be adjusted/corrected ect...

Also my velocity for Arthurs jumping needs to be adjusted and his running velocity also.Fix Zombie bug on right side of screen.

Title: Re: Finally started programming a small game
Post by: nodtveidt on February 18, 2018, 03:26:50 AM
Looking pretty good so far, nice work. :)
Title: Re: Finally started programming a small game
Post by: Galad on February 18, 2018, 03:49:04 AM
Thank you The Old Rover.
Title: Re: Finally started programming a small game
Post by: Black Tiger on February 18, 2018, 07:19:03 AM
I didn't expect such rapid progress on GnG. Very impressive. :D
Title: Re: Finally started programming a small game
Post by: elmer on February 18, 2018, 09:49:35 AM
Welp, there goes using Squirrel/MML, lol.

Why?

I gave you a working version of Squirrel that had been modified for the new HuC nearly a year ago.

I've given out "pre-release" copies of the working code to anyone that's asked for it in the meantime, while waiting for you guys at Aetherbyte to get off your behinds.

Squirrel works fine with the latest version of HuC.

DefleMask is going to be a much better option for most folks, though.
Title: Re: Finally started programming a small game
Post by: Galad on February 18, 2018, 10:15:08 AM
Good to know,and thanks for your work with HuC elmer much appreciated.
Title: Re: Finally started programming a small game
Post by: Galad on February 18, 2018, 10:16:25 AM
I didn't expect such rapid progress on GnG. Very impressive. :D

Does your name have anything to do with Capcom Black Tiger?which happens to be my favorite arcade game.
Title: Re: Finally started programming a small game
Post by: Black Tiger on February 18, 2018, 12:37:11 PM
I didn't expect such rapid progress on GnG. Very impressive. :D


Does your name have anything to do with Capcom Black Tiger?which happens to be my favorite arcade game.


Yeah, it's my favorite too. :)


(http://superpcenginegrafx.net/btcomp8t1.gif)



And Makaimura/GnG is close behind. :P
Title: Re: Finally started programming a small game
Post by: NightWolve on February 18, 2018, 01:11:01 PM
I didn't expect such rapid progress on GnG. Very impressive. :D
Does your name have anything to do with Capcom Black Tiger?which happens to be my favorite arcade game.
Yeah, it's my favorite too. :)
(http://superpcenginegrafx.net/btcomp8t1.gif)
And Makaimura/GnG is close behind. :P

Funny, I forgot about Capcom's game when considering your alias/nick. Now it's like oooh/duh.
Title: Re: Finally started programming a small game
Post by: ParanoiaDragon on February 18, 2018, 02:46:40 PM
What the?  Galad, is that yours, or someone elses?  Very cool!  I wonder, it seems like it'd be easy to upgrade that a tad by making the mountains in the background into sprites(unless tiles are doable) for some pseudo parallax!

rule #1 to new programmerings:

Don't tell them to mess with parallax, lol

True dat!  I don't want to push the issue, I just like seeing parallax on the Turbob, not to mention in general I'd love to see older games looking better than the original arcade versions.  Whether it be with more shading/colors, parallax, etc.

FX Unit Yuki's 20-ish parallax scenes will hopefully balance your homebrew parallax (and shading/color) fix.

I know it will! :)
Title: Re: Finally started programming a small game
Post by: Arkhan on February 18, 2018, 04:18:55 PM
I gave you a working version of Squirrel that had been modified for the new HuC nearly a year ago.
Yea, kinda.   You changed register names, and I *think*(?) maybe made it so only vsync based timers worked with Squirrel.    It's been awhile since I looked since I don't use your HuC.   Maybe this isn't the case.

Anyway, you're the one that broke the semantic versioning concept with your changes.   Should've called it HuC 4, lol. 

Don't put the onus on us to update something that you rendered not working.   Go ahead and give out/post your patched up version.   Just make sure you explain the who/what/when/where/why of it.

That's where you're likely going to get into the whole "open source/licensing/omfg what now" hoojoo, but it's like, this is shit about 6.5 people are using in the grand scheme of things.   Might as well just get over it.    This scene is already overrun with dipshit olympics nonsense from repros/fakes/scams/idiocy/people basically treating their friends as profit machines, so we don't really have time to be f*cking about with dumb shit like licensing circle jerks for free crap that will maybe result in someone else doing a thing of the game variety.

Quote
I've given out "pre-release" copies of the working code to anyone that's asked for it in the meantime, while waiting for you guys at Aetherbyte to get off your behinds.
You say this as if we're doing nothing.   Really, we're just doing other things of a way higher priority.   

As you and others repeatedly point out, MML is so 1980s, nobody is going to use it, and Deflemask+your new sound engine will stop judgment day, so what's the point anyways?  :lol: 






Funny, I forgot about Capcom's game when considering your alias/nick. Now it's like oooh/duh.

lol, f*ckin duh indeed.

Title: Re: Finally started programming a small game
Post by: seieienbu on February 18, 2018, 06:28:01 PM
That's some good looking Ghosts and Goblins!

GnG seems like a good candidate for a Turbo port.  The NES version kinda sucks but the game is a classic and deserved a better port in its day.
Title: Re: Finally started programming a small game
Post by: Arkhan on February 18, 2018, 06:36:34 PM
That's some good looking Ghosts and Goblins!

GnG seems like a good candidate for a Turbo port.  The NES version kinda sucks but the game is a classic and deserved a better port in its day.

yeah, how in the f*ck is it that the C64 one was better than the NES one?

That's literally the opposite of every other Japanese NES arcade game.
Title: Re: Finally started programming a small game
Post by: seieienbu on February 18, 2018, 07:59:13 PM
I didn't know that there was a C64 version.  I just looked it up on youtube.  It looks a lot less jittery but doesn't seem to stack up to the NES version well aside from that as far as I could tell...
Title: Re: Finally started programming a small game
Post by: Arkhan on February 18, 2018, 08:06:32 PM
The original C64 one was actually playable and fun as opposed to the frustrating bullshit in the NES one.

and there was also a remake maybe 4ish years ago. 


3 years ago!

This one is great.   Its proof the C64 could've had a ton of great arcade ports if the development teams weren't dipshits, lol.
Title: Re: Finally started programming a small game
Post by: Punch on February 19, 2018, 03:12:37 AM
Finally started programming a small game
Second update onwards: Ghosts and Goblins

Nice bait. :clap:
Title: Re: Finally started programming a small game
Post by: Arkhan on February 19, 2018, 04:01:24 AM
Finally started programming a small game
Second update onwards: Ghosts and Goblins

Nice bait. :clap:

GnG is small compared to GnG

wow if you don't type that out it's confusing lol

GHOSTS AND GOBLINS AND GHOULS AND GHOSTS AND BEARS OH MY.
Title: Re: Finally started programming a small game
Post by: Galad on February 19, 2018, 04:27:49 AM
Finally started programming a small game
Second update onwards: Ghosts and Goblins

Nice bait. :clap:

I took your comment as joking but I'll answer,and change the thread title.
I do have a lot of programming experience in assembly 'over 15 years',I don't want anyone to think I asked Arkhan a few questions on irc,looked at The Old Rovers source code and viola I can code games like Ghosts 'N Goblins.This is a site of mine that I lost interest in but it was going to be the games I've reverse engineered to share with other programmers.

https://retrocoding.weebly.com/
Title: Re: Galads Game Dev Thread
Post by: Arkhan on February 19, 2018, 06:47:57 AM
Yeah, Galad's not fresh out da boxxxxxxxxxxxxxxxxxxx.

IIRC, you said you do asm more than C, right?
Title: Re: Galads Game Dev Thread
Post by: Galad on February 19, 2018, 07:22:38 AM
Yes,but for my pc engine projects those are in C,assembly for anything outside of pc engine.Although I might use assembly for angled projectiles,I'm not quite sure how to implement them in C.

Title: Re: Galads Game Dev Thread
Post by: crazydean on February 19, 2018, 07:47:50 AM
GnG is a game that I’ve always wanted to play through. I’d love to see it ported to PCE!
Title: Re: Galads Game Dev Thread
Post by: TheOldMan on February 19, 2018, 09:16:22 AM
Quote
Although I might use assembly for angled projectiles...

What do you mean by "angled projectiles"?
Things that move at an angle, or things that will 'hit' only on an angle?

If that makes sense...
Title: Re: Galads Game Dev Thread
Post by: Galad on February 19, 2018, 09:20:38 AM
What do you mean by "angled projectiles"?
Things that move at an angle, or things that will 'hit' only on an angle?

If that makes sense...

Yeah that makes sense and I should have clarified,Things that move at an angle.
Title: Re: Galads Game Dev Thread
Post by: Arkhan on February 19, 2018, 09:22:23 AM
lol doing everything in assembly is faster, so just skip C and go straight for what you're already comfortable with.

Title: Re: Galads Game Dev Thread
Post by: TheOldMan on February 19, 2018, 11:04:47 AM
Quote
Things that move at an angle.

45 degrees is easy. Just update X and Y.
Other angles....

if you limit the sprite position to 256 (ie, don't track sprite in world coordinates),
you can use the low byte of an int for a fractional amount. It should roll over into high byte when needed, and you can shift it into position for the sprite coord.

for world coords, use an int/char pair. use char to count steps, and bump the int when the steps are up.
It's easier to do than explain, so i suspect you'll have no problem :)


...and yeah, it's easier in asm.
Title: Re: Galads Game Dev Thread
Post by: Arkhan on February 19, 2018, 11:22:33 AM
It's called fixed-point, and galad probably already understands how to do that, lol.   If not, it's not horrible to deal with. 


That's what you end up using for floaty physics (like Atlantean)
Title: Re: Galads Game Dev Thread
Post by: Punch on February 19, 2018, 11:59:30 AM
45 degrees is easy. Just update X and Y.

Yes, just add 0.707 to X and Y.

Brought to you by the Citizens Against Faster Diagonal Movement Association of America
Title: Re: Galads Game Dev Thread
Post by: Arkhan on February 19, 2018, 02:42:42 PM

Brought to you by the Citizens Against Faster Diagonal Movement Association of America

This made me lol
Title: Re: Galads Game Dev Thread
Post by: ParanoiaDragon on February 19, 2018, 05:38:06 PM
lol doing everything in assembly is faster, so just skip C and go straight for what you're already comfortable with.



Yeah, I was thinking(as a non coder) ASM is the best way to go, though, I thought it was supposed to be more complicated maybe compared to C?  ASM is more stable & powerful or something, or am I just talkin' out my botox?  :-P
Title: Re: Galads Game Dev Thread
Post by: elmer on February 19, 2018, 05:47:28 PM
I gave you a working version of Squirrel that had been modified for the new HuC nearly a year ago.
Yea, kinda.   You changed register names, and I *think*(?) maybe made it so only vsync based timers worked with Squirrel.    It's been awhile since I looked since I don't use your HuC.   Maybe this isn't the case.

Anyway, you're the one that broke the semantic versioning concept with your changes.   Should've called it HuC 4, lol. 

Don't put the onus on us to update something that you rendered not working.   Go ahead and give out/post your patched up version.   Just make sure you explain the who/what/when/where/why of it.

Actually, Uli Hecht was the guy that changed the zero-page parameter names for the assembly variables, in order to stop them from conflicting with regular C variable names.

It was one of his many, many improvements to HuC.

I just changed his variable names again to make them consistent with the standard C naming convention for internal variables.


You are right, it would have been rude for me to have expected you to make lots of changes to Squirrel in order to have it work with the new HuC.

So, I didn't.

Instead, I took the time to look at Squirrel, and made a bunch of small modifications to it so that the same code would work with both the old and new versions of HuC.

Then I gave the changes to you, and asked you to make the single-character change to your proprietary, closed-source Squirrel MML converter tool, that would make the whole package releasable for folks that wanted to use the same version of Squirrel interchangeably with both the old and new versions of HuC.


Since, a year later on, you have indicated that you don't wish to do that, and have now given me permission to openly distribute the modified version of Squirrel, then I can just write a small filter program to change the output of the Squirrel MML converter so that it will work.

If someone really wants to use Squirrel with the new version of HuC, then I will have a reason to do that.


Quote
That's where you're likely going to get into the whole "open source/licensing/omfg what now" hoojoo, but it's like, this is shit about 6.5 people are using in the grand scheme of things.

Huh??? Where did this come from???

We settled the whole Squirrel/Open-Source question a couple of years back, and I totally respect your wish to keep your code private and closed-source.

I don't particularly like it, but I do totally respect it ... it's your code to do with as you wish.


But it's that decision, plus the appearance of all of michirin9801's wonderful PCE DefleMask tunes, that spurred the creation of Huzak.


Quote
As you and others repeatedly point out, MML is so 1980s, nobody is going to use it, and Deflemask+your new sound engine will stop judgment day, so what's the point anyways?  :lol: 

DefleMask+Huzak definitely won't "stop judgment day", but they will certainly give PCE musicians and developers an alternative to Squirrel.

Are you trying to discourage developers/musicians from using Squirrel, if they wish to use the new version of HuC?
Title: Re: Galads Game Dev Thread
Post by: Arkhan on February 19, 2018, 07:31:00 PM
Actually, Uli Hecht was the guy that changed the zero-page parameter names for the assembly variables, in order to stop them from conflicting with regular C variable names.

It was one of his many, many improvements to HuC.

I just changed his variable names again to make them consistent with the standard C naming convention for internal variables.
Ah, well, this is where it should have been changed to HuC 4, as it breaks compatibilty with anything prior.

Fortunately, as mentioned, we have about 6.5 (6.75?) people doing devwork, so it's not going to cause some great uproar or confusion really. 

Quote
You are right, it would have been rude for me to have expected you to make lots of changes to Squirrel in order to have it work with the new HuC.

So, I didn't.

Instead, I took the time to look at Squirrel, and made a bunch of small modifications to it so that the same code would work with both the old and new versions of HuC.

Then I gave the changes to you, and asked you to make the single-character change to your proprietary, closed-source Squirrel MML converter tool, that would make the whole package releasable for folks that wanted to use the same version of Squirrel interchangeably with both the old and new versions of HuC.

Correct us if we're wrong, mainly OldMan as he looked at it last, doesn't it (Squirrel) not work with anything but vsync timers using the new HuC?  If that's the case, it severely limits it's functionality to the point where there isn't really a point in using it.   The vsync timer sucks.

As for a single character change to the conversion utility, either there was a miscommunication (likely) or there is more to it.  I don't recall much of that so that might have been between yourself and OldMan.

That was all happening while I was finishing Inferno, so I wasn't doing anything PCE related except posting and occasionally reading stuff.   

I try to work on one thing at a time so they get finished.  I don't like bouncing around.

Quote
Since, a year later on, you have indicated that you don't wish to do that, and have now given me permission to openly distribute the modified version of Squirrel, then I can just write a small filter program to change the output of the Squirrel MML converter so that it will work.

If someone really wants to use Squirrel with the new version of HuC, then I will have a reason to do that.
It's not like you needed permission, since you just admitted that you'd been handing it out anyways, lol.

Quote
Huh??? Where did this come from???
I don't know.  You just have a tendency to get overly pedantic at the strangest of times.

Quote
But it's that decision, plus the appearance of all of michirin9801's wonderful PCE DefleMask tunes, that spurred the creation of Huzak.
I really doubt the non-open nature of an MML to PCE conversion utility is what spurred the creation of Huzak, lol.   I'm certain it's just the appearance of covers of chiptunes on PCE with no means to play them on real hardware.   If the Deflemask stuff wasn't being pumped out for PCE, I really doubt you'd have bothered simply because of Squirrel/MML.   I figure you would've just made fun of MML, and done nothing else really.

Quote
DefleMask+Huzak definitely won't "stop judgment day", but they will certainly give PCE musicians and developers an alternative to Squirrel.
Definitely.  It might be the first time tracker-related chiptuning on the PCE is released in any functional capacity.

Quote
Are you trying to discourage developers/musicians from using Squirrel, if they wish to use the new version of HuC?

No, lol. 

MML discourages people in the first place.  Not sure if you noticed, nobody really uses it anyways because everyone's basically telephone gamed the woes and fears of the dreaded MML to the point where nobody can be bothered to even actually try it.

I was just operating under the assumption it doesn't really work right so no point bothering. 

If it's something that is easy to sort out, now that I'm not doing an MSX project outside of gluing things together in a poorly ventilated room, I could f*ck around with it.
Title: Re: Galads Game Dev Thread
Post by: nodtveidt on February 20, 2018, 12:50:27 AM
MML isn't hard unless you're afraid of big scary letters.
Title: Re: Galads Game Dev Thread
Post by: Gredler on February 20, 2018, 03:44:01 AM
I've tried MML  a bunch, and made a "song " and sound effects with it, but i am not a sound guy let alone a musician... yet ;)


That being said, I don't care if it's huzak or aquirrel, as long as it works and the avg joe musician can crank out some tunes with it.
Title: Re: Galads Game Dev Thread
Post by: Arkhan on February 20, 2018, 04:01:16 AM
MML isn't hard unless you're afraid of big scary letters.

(http://i.ytimg.com/vi/w_-lz2BI2Co/maxresdefault.jpg)

TRIGGGERRRRRRRED

lol
Title: Re: Galads Game Dev Thread
Post by: Galad on February 20, 2018, 07:05:03 AM
TheOldMan,thank you and I appreciate the info but I'm going to go for fixed point implementation in asm as that is easier for me.Your comment wasn't a waste though as I did learn something from you.
Title: Re: Galads Game Dev Thread
Post by: Galad on February 20, 2018, 07:05:54 AM
It's called fixed-point, and galad probably already understands how to do that, lol.   


Indeed I do

lol doing everything in assembly is faster, so just skip C and go straight for what you're already comfortable with.

Arkhan I don't know why I didn't listen to you as that's the second time you've suggested that,If I would have just listened I could have saved myself hours,instead of screwing around with what I was doing.I lost development time over this.And yes my code  is working 100% now
in assembly,Thanks for the help gentlemen.
Title: Re: Galads Game Dev Thread
Post by: TheOldMan on February 20, 2018, 08:05:03 AM
Quote
... I'm going to go for fixed point implementation in asm as that is easier for me

As would I, personally. It's easier to do and will probably end up much faster. :)

The point however, was that a similar thing can be done in C. Not sure why anyone
would want to, but it is possible. :)

[For when you get farther along in this: #asm/#endasm blocks are very useful in HuC. You can
write and debug code in C, and translate it to asm quite easily, and semi-invisibly ]
Title: Re: Galads Game Dev Thread
Post by: ParanoiaDragon on March 08, 2018, 08:08:07 PM
Anything new to show, looking forward to your coding progress!
Title: Re: Galads Game Dev Thread
Post by: Galad on March 09, 2018, 01:33:44 PM
The last part I coded was the sprites"grave stones"that scroll,Ive been busy with porting the balloon game code to z80 assembly"master system" and writing the floor effect in Space Harrier.I know that's disappointing for others that are/did follow the progress,when I'm done I'll come back to these.


Code: [Select]
  call Do_HandleColorRotation
  ld hl,ColorPaletteArray
  ld de, $C000                ;Color Ram Address
  rst DEToVDPControl
  ld c, Port_VDPData
  call Do_UpdatePaletteColors
  jp Label24
;-------------------------------------------------------------
Do_HandleColorRotation:
  ld hl,ColorRotationDelay
  dec (hl)                            ;Decrement ColorRotationDelay
  ret p
  ld a, (ColorRotationDelayC)
  ld (hl), a                          ;ReInit ColorRotationDelay
  inc hl
  ld a, (hl)
  dec (hl)                            ;Decrement ColorRotationIndex
  jp p, +
  ld (hl),$07                         ;ReInit ColorRotationIndex
+:
  and %00000111
  ld bc, (ColorsToRotate)
  ld l, a
  ld h, $00
  add hl, hl
  ld de,ColorRotationFunctionTable
  add hl, de
  ld a, (hl)
  inc hl
  ld h, (hl)
  ld l, a
  jp (hl)
;-------------------------------------------------------------
ColorRotationFunctionTable:
.dw ColorRotationFunction1
.dw ColorRotationFunction2
.dw ColorRotationFunction3
.dw ColorRotationFunction4
.dw ColorRotationFunction5
.dw ColorRotationFunction6
.dw ColorRotationFunction7
.dw ColorRotationFunction8
;-------------------------------------------------------------
ColorRotationFunction1:
  ld hl,ColorRotationArray
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  ret
;-------------------------------------------------------------
ColorRotationFunction2:
  ld hl,ColorRotationArray
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), b         ;DarkGreen
  ret
;-------------------------------------------------------------
ColorRotationFunction3:
  ld hl,ColorRotationArray
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  ret
;-------------------------------------------------------------
ColorRotationFunction4:
  ld hl,ColorRotationArray
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  ret
;-------------------------------------------------------------
ColorRotationFunction5:
  ld hl,ColorRotationArray
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  ret
;-------------------------------------------------------------
ColorRotationFunction6:
  ld hl,ColorRotationArray
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), c         ;Light Green
  ret
;-------------------------------------------------------------
ColorRotationFunction7:
  ld hl,ColorRotationArray
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  ret
;-------------------------------------------------------------
ColorRotationFunction8:
  ld hl,ColorRotationArray
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), b         ;DarkGreen
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  inc hl
  ld (hl), c         ;Light Green
  ret
;-------------------------------------------------------------
.


Title: Re: Galads Game Dev Thread
Post by: ParanoiaDragon on March 09, 2018, 05:23:01 PM
Well, either way, I look forward to more PCE progress when you get around to it!