Author Topic: What should I port next? (Archive)  (Read 114754 times)

Offline Barry Harris

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Re: What should I port next?
« Reply #45 on: March 23, 2008, 07:24:30 PM »
If you're needing to use transparency then use the Mask functions. If you've got any questions let us know and I'll try my best.
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Offline Barry Harris

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Re: What should I port next?
« Reply #46 on: March 23, 2008, 07:30:29 PM »
A quick look at the game suggests that the background tilemap should be rendered opaque (ie, no masking), the sprites should be rendered with masking (transparency colour 0) and the fg tilemap with masking (transparency colour 79). 79 is a weird number but that's what it looks like!
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Offline iq_132

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Re: What should I port next?
« Reply #47 on: March 23, 2008, 10:26:36 PM »
fg tilemap with masking (transparency colour 79). 79 is a weird number but that's what it looks like!

79 -- 4f doesn't seem to work.  And yeah, I got the rest no problem.  My biggest issue is the tilemap rom used for the background.  I'm not quite sure how to handle it -- any insight would be greatly appreciated. :)


Offline Massacre

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Re: What should I port next?
« Reply #48 on: March 24, 2008, 01:26:31 AM »
Is it possible to port one of these Drivers to FBA?

Wild West C.O.W.-Boys of Moo Mesa (moo.c)
http://www.mameworld.net/maws/set/moo

Mystic Warriors (mystwarr.c)
http://www.mameworld.net/maws/set/mystwarr

Rad Mobile (segas32.c)
http://www.mameworld.net/maws/set/radm

-----------------------------------------------------------

Sunset Riders (tmnt.c)
I love this Game :biggrin:
http://www.mameworld.net/maws/set/ssriders

Is Sunset Riders already playable with the existing Driver?

Offline Barry Harris

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Re: What should I port next?
« Reply #49 on: March 24, 2008, 08:45:24 AM »
My biggest issue is the tilemap rom used for the background.  I'm not quite sure how to handle it -- any insight would be greatly appreciated. :)


If you want to save memory I'd load the tilemap rom and then decode the tiles on the fly as the game asks for them. It will be slower but will save memory.
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Offline iq_132

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Re: What should I port next?
« Reply #50 on: March 24, 2008, 07:21:25 PM »
Yeah, that's my intention.  I just realized that I was loading the wrong rom for the tilemap lol.
I've got it working quite a lot better (but still a long way off).


Offline iq_132

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Re: What should I port next?
« Reply #51 on: March 25, 2008, 01:43:52 PM »
I'm having trouble calculating the offset in the tilemap rom at which I need to start.

Here's what I'm assuming:
The X-scroll is 16bit (0 - 0xffff)
The last 5 bits are used to scroll part of a tile (since bg tiles are 32x32)
The rest should be used to pick which column to start,
- this works out to be 0x10000 / 0x20 -> 0x800 -> 2048 (which is the number of tiles in the X), it also works out that:
 2048 * 8 * 2 -> 0x8000 -> the size of the tilemap rom

so I would think it would work out to be:

(xscroll >> 5)

now, each column is 8 * 2 bytes, so that should work out to

(scroll >> 5) << 4


The thing is, I can scroll through the entire tilemap and it looks correct, but when I try to use the scroll the actual game
provides, it isn't correct (in most instances).

I could definitely use that help Treb. :)


Offline Barry Harris

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Re: What should I port next?
« Reply #52 on: March 26, 2008, 08:15:04 AM »
I'm having a similar problem with 1943 - the solution escapes me at present but if I find one I'll post back!
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Offline iq_132

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Re: What should I port next?
« Reply #53 on: March 26, 2008, 05:25:11 PM »
ok.  I may just hard-code a look up table for the offsets.


Offline Athelstone

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Re: What should I port next?
« Reply #54 on: March 31, 2008, 06:42:24 AM »
It would be awesome to have rampart. A very popular retro game that's been ported to almost every console. The CPU is 68k, but unfortunately the sound is YM2413 and OKI6295.

http://www.mameworld.net/maws/set/rampart

Offline iq_132

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Re: What should I port next?
« Reply #55 on: March 31, 2008, 07:41:28 AM »
Yeah, aside from the sound, it uses the Atari Slapstick, which would be a pain in the butt to port at the very least.


Anyway, here's an update on that Gun.Smoke driver.  I managed to get the scrolling fixed (damned pointers), added savestates, cleaned up the code, etc.
The only thing left is sound, but I'm not sure exactly why it's not working. :S


Offline iq_132

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Re: What should I port next?
« Reply #56 on: April 09, 2008, 03:51:12 AM »


Offline jens.l

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Re: What should I port next?
« Reply #57 on: April 09, 2008, 03:35:34 PM »
thank you thank you thank you... and so on. You are are great. Thanks for this. That is really nice from you. :biggrin:

That was one of the games that I have played on my C=64 every time.

Jens
 

Offline BisonSAS

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Re: What should I port next?
« Reply #58 on: April 27, 2008, 09:51:41 AM »
:cool: Small changes:
  • Changed input "diag" to "service"
  • Changed DIPs "1C 1C", "3C 4C" to "1 Coin 1 Credit", "3 Coins 4 Credits"...
  • Added DIP "Free Play"
  • Changed default DIPs to match MAME.

Offline BisonSAS

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Re: What should I port next?
« Reply #59 on: April 27, 2008, 01:23:35 PM »
:cool: Small changes:
  • Changed input "diag" to "service"
  • Changed DIPs "1C 1C", "4C 1C" to "1 Coin 1 Credit", "4 Coins 1 Credit"...
  • Changed DIP "Coin A" to "Coin B" / "Coin B" to "Coin A"
  • Changed DIP "1 Coin 5 Credits" to "1 Coin 6 Credits"