Search found 407 matches
- Sat Oct 10, 2015 4:46 pm
- Forum: PC-Engine
- Topic: [Tools] Etripator
- Replies: 26
- Views: 54013
Re: [Tools] Etripator
Here's a little work in progress tutorial: https://github.com/BlockoS/Etripator/tr ... r_puroresu
- Fri Oct 09, 2015 7:20 pm
- Forum: General
- Topic: Stuffs to read before going to bed
- Replies: 113
- Views: 123334
- Tue Oct 06, 2015 6:57 pm
- Forum: General
- Topic: Forum issues / Bug report
- Replies: 47
- Views: 98253
Re: Forum issues / Bug report
Damn some attachments are broken
- Mon Oct 05, 2015 6:38 pm
- Forum: PC-Engine
- Topic: Creating shoot them up
- Replies: 19
- Views: 29156
Re: Creating shoot them up
st0, st1 and st2 are "shortcuts" for: ; st0 lda something sta $0000 ; st1 lda foo sta $0002 ; st2 lda foo sta $0003 mkit has aliases for vdc registers. Namely, $0000 is video_reg, $0002 video_data_l and $0003 video_data_h. They can be found include/pce/equ.inc Do you call "update_satb...
- Mon Oct 05, 2015 11:54 am
- Forum: PC-Engine
- Topic: Creating shoot them up
- Replies: 19
- Views: 29156
Re: Creating shoot them up
That's mainly because of how mkit implements the irq_reset.
I don't have the code at hand right now but I guess that it maps the MAIN_BANK to mpr 4 (hence the .org $C000, as 0xC000=(6<<0x0D))
About the vdc registers... yes!
I think there's a routine for this.
I don't have the code at hand right now but I guess that it maps the MAIN_BANK to mpr 4 (hence the .org $C000, as 0xC000=(6<<0x0D))
About the vdc registers... yes!
I think there's a routine for this.
- Sun Oct 04, 2015 6:20 pm
- Forum: PC-Engine
- Topic: Creating shoot them up
- Replies: 19
- Views: 29156
Re: Creating shoot them up
The 2nd parameter of set_bgpal should be tiles_pal. set_bgpal #0, tiles_pal, #2 Next, I had the size parameter (_cx) for load_vram completely wrong. The right value is 64. I thought it was the number of bytes whereas in fact it's the number of 16-bits words to copy. In order to have tiles display on...
- Sat Oct 03, 2015 5:13 pm
- Forum: PC-Engine
- Topic: Creating shoot them up
- Replies: 19
- Views: 29156
Re: Creating shoot them up
This will look more or less like this: For background, you first have to create a PCX file with your 8x8 tiles in it. You include them with: .data .bank 5 .org $C000 tiles_data: .inctile "tiles.pcx" tiles_pal: .incpal "tiles.pcx",0,1 Suppose that tiles.pcx contains 4 8x8 tiles. Y...
- Fri Oct 02, 2015 5:31 pm
- Forum: PC-Engine
- Topic: Creating shoot them up
- Replies: 19
- Views: 29156
Re: Creating shoot them up
You can write in french, but english is prefered.
Memory banking can be tricky. It's like a prehistoric MMU.
Memory banking can be tricky. It's like a prehistoric MMU.
- Fri Oct 02, 2015 1:23 pm
- Forum: PC-Engine
- Topic: Creating shoot them up
- Replies: 19
- Views: 29156
Re: Creating shoot them up
Welcome french comrade! If you want speed, you'll have to stick with assembler. It's not a big issue once you get the trick. But before starting you have to be sure of your target (hucard, cdrom (super, arcade, standard?), supergrafx?) as it may results in huge architecture changes. Anyway feel free...
- Sun Sep 27, 2015 4:44 pm
- Forum: PC-Engine
- Topic: [Tools] Etripator
- Replies: 26
- Views: 54013
Re: [Tools] Etripator
All of the above is ready to be released.
The label filename is a standard CFG/INI file like the main configuration file. It looks like:
The label filename is a standard CFG/INI file like the main configuration file. It looks like:
Code: Select all
[cd_boot]
logical=e000
physical=000000
[cd_fade]
logical=e02d
physical=00002d