Creating shoot them up
Re: Creating shoot them up
Hi.
Your .pce works fine but i can't compil the .s
I don't have the the HUC part. I try with the original HUC kit of magicengine and after with the last version of HUC on the zerograd web site (Download HuC 3.21 (denki) (433975 bytes), OS : win added on 2005-04-09). I've verified the path and make some test without success.
With the last kit (huc 3.21), when I try bg.s, I always have this error in huc_gfx.asm with all line with " __plb" if I test the line number.
The message is :
"lda __arg,Y
undefined symbol in operand field !
And I try with samples in mkit, I have now error when I use them with HUC 3.21 (in startup.asm, Library.asm and sound.asm)
Your .pce works fine but i can't compil the .s
I don't have the the HUC part. I try with the original HUC kit of magicengine and after with the last version of HUC on the zerograd web site (Download HuC 3.21 (denki) (433975 bytes), OS : win added on 2005-04-09). I've verified the path and make some test without success.
With the last kit (huc 3.21), when I try bg.s, I always have this error in huc_gfx.asm with all line with " __plb" if I test the line number.
The message is :
"lda __arg,Y
undefined symbol in operand field !
And I try with samples in mkit, I have now error when I use them with HUC 3.21 (in startup.asm, Library.asm and sound.asm)
Re: Creating shoot them up
I finally make it without HUC and some minor change.
One thing I change to make my version working is .org :
Can you tell me why I need to write at these address ? I don't find information in your last link.
And after if I want to go to BG1 and/or scroll, I need to look into the register "$09 - Memory Width Register (MWR)" ?
One thing I change to make my version working is .org :
Code: Select all
.data
.bank MAIN_BANK
.org $C000
And after if I want to go to BG1 and/or scroll, I need to look into the register "$09 - Memory Width Register (MWR)" ?
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.
Re: Creating shoot them up
Thanks, I look Inside mkit/debug and find some value. I think I put now my data in the good way but ...
I doesn't understand why you mul by 0x0D but I find the bank map adress and 6 is for the bank 6(#C000) !
I begin to use the BG0 but line by line with a mini function of my own. Not terrible but working.
I wish to use more dynamic value. I use st1 and st2 but I can't put variable Inside, only hard number. The base of my minimal function (not a real function but a boucle, I don't know if we use boucle in English)
I have another problem : I can't put my tile in BG1, I try with vreg #$05 without success. The same for my sprite. i want to change his priority to go on Sprite1 plane.
I use the macro : spr_pri #1
I try to change value #1 or #0 but the asm always put it on Sprite0 plane. I can't test with a background tile in foreground but the psrite disapear when I hide the Sprite0 plane with Mednafen.
I doesn't understand why you mul by 0x0D but I find the bank map adress and 6 is for the bank 6(#C000) !
I begin to use the BG0 but line by line with a mini function of my own. Not terrible but working.
I wish to use more dynamic value. I use st1 and st2 but I can't put variable Inside, only hard number. The base of my minimal function (not a real function but a boucle, I don't know if we use boucle in English)
Code: Select all
stw #-1, hori
stw #01, vert2
.back1
inc hori
stw vert2, vert
vreg #$02
ldx hori
lda vert
jsr calc_vram_addr
jsr set_write
st1 #$00 ; here I want to put my variable "vert". I don't know if it's possible. Or use a word array ($0100, $0100, ...) and use #low(array value) / high(array value)
st2 #$01
lda hori
cmp #31
beq .back2
bra .back1
.back2
inc vert2
lda vert2
cmp #4
beq .satb
bra .back1
I use the macro : spr_pri #1
Code: Select all
spr_set #0,satb
spr_x sx
spr_y sy
spr_pattern #TONMA
spr_ctrl #SIZE_MASK,#SIZE_16x16
spr_ctrl #FLIP_MASK,#NO_FLIP
spr_pri #1
spr_pal #0
Re: Creating shoot them up
st0, st1 and st2 are "shortcuts" for:
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 satb" in your main loop?
Code: Select all
; st0
lda something
sta $0000
; st1
lda foo
sta $0002
; st2
lda foo
sta $0003
They can be found include/pce/equ.inc
Do you call "update_satb satb" in your main loop?
Re: Creating shoot them up
Thanks a lot for the shurtcut.
I make it works right now. I just look now for array value to make my tilemap.
I found the aliases you talk : video_reg ... I will look tomorrow how I can use them (with the debugger). i juste want to choose my plan for drawing sprite/tile now.
And oh yes, I update my satb
I make it works right now. I just look now for array value to make my tilemap.
I found the aliases you talk : video_reg ... I will look tomorrow how I can use them (with the debugger). i juste want to choose my plan for drawing sprite/tile now.
And oh yes, I update my satb
Code: Select all
.update:
vsync
.satb:
update_satb satb ; update the SATB
jmp .update ; and loop forever
Re: Creating shoot them up
RegalSin wrote:http://shmups.system11.org/
Not the best place for programming but many shooter fans in one area.
Thanks, I'll look in the dev section, maybe to find some informations on good shoot sharing.
Re: Creating shoot them up
Two videos from my dev on PCE.
https://youtu.be/Ky7fHuG37pc
https://youtu.be/5xWYfWPLvTw
Platform game with PyschoFox assets and the vertical with Banshee CD32 and ansimuz ship.
All in asm.
https://youtu.be/Ky7fHuG37pc
https://youtu.be/5xWYfWPLvTw
Platform game with PyschoFox assets and the vertical with Banshee CD32 and ansimuz ship.
All in asm.
Re: Creating shoot them up
Keep it up!