Search found 23 matches

by tonma
Thu Jun 07, 2018 4:33 am
Forum: GBDev
Topic: [homebrew] Cheril Perils GB/GBC
Replies: 6
Views: 8362

Re: [homebrew] Cheril Perils GB/GBC

Seems to works now. :mrgreen: My code in bank 0 has the good address value : AREA _CODE RADIX HEX BASE 0200 SIZE 2822 ATTRIB REL CON I just changed my compilation file. I'm not using anymore -Wf-bo0 for the fixed bank and using the External RAM in A000. REM ..\..\bin\lcc -Wa-l -Wl-m -Wl-j -Wf-ba0 -c...
by tonma
Thu Jun 07, 2018 2:33 am
Forum: GBDev
Topic: [homebrew] Cheril Perils GB/GBC
Replies: 6
Views: 8362

Re: [homebrew] Cheril Perils GB/GBC

After a lot of tests, I've find how bank switching works with my version of gbdk. I've tried with 7 banks switchables using ROM+MBC1+RAM : ..\..\bin\lcc -Wa-l -Wl-m -Wl-j -Wf-ba0 -c -o -c -o banks.o banks.c ..\..\bin\lcc -Wa-l -Wl-m -Wl-j -Wf-bo0 -c -o -c -o bank_0.o bank_0.c ..\..\bin\lcc -Wa-l -Wl...
by tonma
Wed Jun 06, 2018 9:09 am
Forum: GBDev
Topic: [homebrew] Cheril Perils GB/GBC
Replies: 6
Views: 8362

Re: [homebrew] Cheril Perils GB/GBC

I have a problem with the bank switching. I read different documents on the forums and tested different solutions. I use gbdk 2.95 with windows. REM Link banks REM ROM+MBC1 : -Wl-yt1 REM ROM+MBC1+RAM : -Wl-yt2 REM 4 ROM banks : -Wl-yo4 REM 4 RAM banks : -Wl-ya4 ..\..\bin\lcc -Wa-l -Wl-m -Wl-j -Wf-ba...
by tonma
Sat Jun 02, 2018 11:48 pm
Forum: GBDev
Topic: [homebrew] Cheril Perils GB/GBC
Replies: 6
Views: 8362

Re: [homebrew] Cheril Perils GB/GBC

News : room transition, ennemies with collision, lethal weapon and modified gameplay. Video of the gameplay : https://youtu.be/UMzqGtDpL-A https://i62.servimg.com/u/f62/18/89/68/64/cheril12.png I also hard coded a music for the title of the game (I used @DavidBonus 's score) : https://soundcloud.com...
by tonma
Wed May 23, 2018 5:22 am
Forum: GBDev
Topic: [homebrew] Cheril Perils GB/GBC
Replies: 6
Views: 8362

Re: [homebrew] Cheril Perils GB/GBC

calima wrote:The green-and-black text's lowest, darkest color makes it hard to read.
Yep, I'll change that to a 2 colors fonts to be more readable.
by tonma
Tue May 22, 2018 2:12 am
Forum: GBDev
Topic: [homebrew] Cheril Perils GB/GBC
Replies: 6
Views: 8362

[homebrew] Cheril Perils GB/GBC

Hi, I'm working on my first ever GameBoy game. It's a version of the MegaDrive game by Mojon Twins. I've added tilemap, sprite with animations, basic collision, bank switching (seems to work) and GameBoy / GameBoyColor compatibility. I'ts works on real hardware. I'll certainly have questions when I'...
by tonma
Sat Jun 03, 2017 10:54 pm
Forum: Homebrew Projects
Topic: Nebs & Debs
Replies: 51
Views: 53621

Re: Nebs & Debs

nice
by tonma
Thu Apr 20, 2017 11:40 pm
Forum: Newbie Help Center
Topic: fix screen 512 tiles
Replies: 7
Views: 2392

Re: fix screen 512 tiles

Thanks, I think I get it now.
It's working well on emulator, need to test on real hardware now.
by tonma
Wed Apr 19, 2017 6:57 am
Forum: Newbie Help Center
Topic: fix screen 512 tiles
Replies: 7
Views: 2392

Re: fix screen 512 tiles

I tried like you say : I draw first part of the screen with first pattern and the second pattern but this doesn't work PPU_ADDRESS = 0x20; PPU_ADDRESS = 0x40; for( index = 0; index < 416; ++index ){ PPU_DATA = tilehaut[index]; } PPU_CTRL = 0x10; %0001 0000 PPU_CTRL = 0x10; PPU_ADDRESS = 0x21; PPU_AD...
by tonma
Wed Apr 19, 2017 4:19 am
Forum: Newbie Help Center
Topic: fix screen 512 tiles
Replies: 7
Views: 2392

Re: fix screen 512 tiles

Thanks, I'll try this.
by tonma
Wed Apr 19, 2017 1:49 am
Forum: Newbie Help Center
Topic: fix screen 512 tiles
Replies: 7
Views: 2392

fix screen 512 tiles

Hi, I'm using cc65 but I can add assembly code. I have to display a image (without animation) for the title of a game but I have almost 512 tiles. I know I can use 8x16 sprites but with the limitation of 8 sprite per line. Can we extend the chr bank to have more tiles? Or maybe draw pixel by pixel i...
by tonma
Sat Apr 01, 2017 6:05 am
Forum: Newbie Help Center
Topic: cc65 and RODATA
Replies: 15
Views: 4321

Re: cc65 and RODATA

I gave MMC3 init code in this topic . Thanks with your code I may change PRG Bank. :mrgreen: But as you say, using mmc3 may be expensive so I test the mmc1 (mapper #1). I've made a test with 8 * 16ko PRG and 6 * 8ko CHR. I use the code and doc at https://wiki.nesdev.com/w/index.php/Programming_MMC1...
by tonma
Fri Mar 31, 2017 11:53 am
Forum: Newbie Help Center
Topic: cc65 and RODATA
Replies: 15
Views: 4321

Re: cc65 and RODATA

if I add 4 bank betwenn at the address $8000 for switching, my last bank became (7). Do I need to tell the console to use bank 7 ? I need to write some values at $8000. As far as I know, the only thing for certain (at power on) is, the last $2000 of PRG will be at $e000. You will have to set the ot...
by tonma
Fri Mar 31, 2017 7:30 am
Forum: Newbie Help Center
Topic: cc65 and RODATA
Replies: 15
Views: 4321

Re: cc65 and RODATA

I'll use more than 32Ko sadly and it's because of that than I wish to make switchabele before coding. With mapper mmc3, I can add 4 PRG banks of 8ko only, after I have a blank screen. So I have 4 banks of 8ko and the fixed source code is in the last bank (3). But if I add 4 bank betwenn at the addre...
by tonma
Fri Mar 31, 2017 6:41 am
Forum: Newbie Help Center
Topic: cc65 and RODATA
Replies: 15
Views: 4321

Re: cc65 and RODATA

I don't know if the MMC3 is the best choice but I wish to have several CHR bank switchable and several PRG bank because I wish to add data while my deveolpment growing. Maybe using mmc1 will be more simple ? MMC3 will make your game somewhat more expensive to replicate on cartridges. If you're not ...