Search found 24 matches

by haroldo-ok
Mon Feb 11, 2019 3:10 pm
Forum: Homebrew Projects
Topic: Microgame compiler experiment (early WIP)
Replies: 21
Views: 15108

Re: Microgame compiler experiment (early WIP)

Here's the above code but in Blockly. It took a long time to define all of the blocks but I should have all of them in so far and it probably won't take much longer to actually get the game defined here into the JSON format. I think I'll probably have the actual art aspect and the actor placement i...
by haroldo-ok
Sun Feb 10, 2019 1:19 pm
Forum: Homebrew Projects
Topic: Microgame compiler experiment (early WIP)
Replies: 21
Views: 15108

Re: Microgame compiler experiment (early WIP)

Its declarative format could easily be generated with a tool such as Blockly , owl-bt , Edgy , Waterbear or RPD . I figured there was probably a tool out there that I could use! That would be a lot better than making my own, and I could focus on the actual engine and the compiler instead. I'm glad ...
by haroldo-ok
Sat Feb 09, 2019 3:34 pm
Forum: Homebrew Projects
Topic: Microgame compiler experiment (early WIP)
Replies: 21
Views: 15108

Re: Microgame compiler experiment (early WIP)

That's a very interesting experiment. :)
Its declarative format could easily be generated with a tool such as Blockly, owl-bt, Edgy, Waterbear or RPD.
by haroldo-ok
Fri Jun 17, 2016 6:25 pm
Forum: Homebrew Projects
Topic: My game WIP: NGCS
Replies: 9
Views: 6477

Re: My game WIP: NGCS

Very nice Idea! It's Always nice to see someone else making a GCS for retro platforms.
BTW, is your ZZT-OOP implementation compiled or interpreted?
by haroldo-ok
Tue Sep 29, 2015 2:30 am
Forum: GBDev
Topic: Recompiling old GBDK games into Game Gear ROMs
Replies: 2
Views: 2429

Re: Recompiling old GBDK games into Game Gear ROMs

Well, a tracing emulator could detect which parts of the ROM contain code and which contain data, as well as which parts of the code are trying to access the vídeo RAM. Translating CPU instrucions would be trivial, since they are so similar. Then it would be necessary to translate VRAM accesses to t...
by haroldo-ok
Fri Sep 25, 2015 4:47 pm
Forum: GBDev
Topic: Recompiling old GBDK games into Game Gear ROMs
Replies: 2
Views: 2429

Recompiling old GBDK games into Game Gear ROMs

Hello! I'm currently trying to develop a compatibility layer to compile GBDK games to devkitSMS. https://github.com/haroldo-ok/sms-gbdk-compat This is a work in progress. So far, only the 'galaxy' and 'dscan' examples have been tested; they still needed some minor changes to the source, but the comp...
by haroldo-ok
Tue Feb 04, 2014 7:46 am
Forum: Other Retro Dev
Topic: Tool for turning Twine projects into Sega Master System ROMs
Replies: 2
Views: 3281

Re: Tool for turning Twine projects into Sega Master System

Okay, here goes; this is from the test project: https://dl.dropboxusercontent.com/u/1235428/sms/Demo1.png https://dl.dropboxusercontent.com/u/1235428/sms/Demo2.png And this is from "Have Pity On Me", by Ian M. Burton and Nancy Ashworth (under development): https://dl.dropboxusercontent.com/u/1235428...
by haroldo-ok
Sun Feb 02, 2014 3:39 pm
Forum: Other Retro Dev
Topic: Tool for turning Twine projects into Sega Master System ROMs
Replies: 2
Views: 3281

Tool for turning Twine projects into Sega Master System ROMs

This is my current project, twee2sam : a tool that can convert Twee source files (that can be exported from Twine ) into S.A.M. source files, which can then be compiled into Sega Master System ROMs. So, you can basically write your story using Twine, export it to Twee using 'File -> Export Source Co...
by haroldo-ok
Mon Nov 26, 2012 4:29 pm
Forum: NESdev
Topic: pyNES: writing NES games in Python
Replies: 58
Views: 14881

Re: pyNES: writing NES games in Python

Very cool project! :mrgreen:

It seems to have a small bug on directives.py on line 34: on my Windows 7 machine, python says that 'rw' is an invalid mode. Changing that to 'r+' fixed the problem for me.
by haroldo-ok
Sun Nov 25, 2012 2:48 pm
Forum: Other Retro Dev
Topic: Video player for 8-bit consoles
Replies: 8
Views: 5135

Re: Video player for 8-bit consoles

Unfortunately, I didn't test it on real hardware; in fact, it doesn't take into account the VDP bandwidth: it should take about 4 VBLANKs to upload everything to the VRAM.
by haroldo-ok
Tue Nov 13, 2012 8:14 am
Forum: NESdev
Topic: 3D Scene from C64 Demo?
Replies: 9
Views: 2441

Re: 3D Scene from C64 Demo?

Shiru wrote:This is actually could be done as a raycaster to allow more freedom on the movements, basically Wolf3D turned 90 degree.
I remember an Atari 2600 homebrew that did exactly that... http://www.youtube.com/watch?v=zk-QhYE4jxw
by haroldo-ok
Sat Oct 13, 2012 9:01 am
Forum: Homebrew Projects
Topic: NES-BBS
Replies: 5
Views: 3118

Re: NES-BBS

That sounds like a cool idea. :) Here are some suggestions: - Online multiplayer support; - Emulator support: it would simplify the life of developers and, at the same time, give it broader appeal; - Combining the two above would allow people who user real on real hardware interace/play online with ...
by haroldo-ok
Sat Sep 29, 2012 7:40 am
Forum: Other Retro Dev
Topic: Video player for 8-bit consoles
Replies: 8
Views: 5135

Re: Video player for 8-bit consoles

Thanks but, to be sincere, I still think the color conversion needs some tweaking. :P Currently, for each pixel, it calculates it's brightness, which is what is actually used for choosing the background tile patterns; then, for each level of brightness, its calculated an average color, which is what...
by haroldo-ok
Tue Sep 25, 2012 4:04 pm
Forum: Other Retro Dev
Topic: Video player for 8-bit consoles
Replies: 8
Views: 5135

Re: Video player for 8-bit consoles

Yes, it's about the same idea.
by haroldo-ok
Mon Sep 24, 2012 5:41 pm
Forum: Other Retro Dev
Topic: Video player for 8-bit consoles
Replies: 8
Views: 5135

Video player for 8-bit consoles

Here's an experiment I have been making:
http://www.smspower.org/forums/viewtopic.php?t=13923
It's an 64x48 2bpp 10fps video player; so far, I have only implemented it on the Sega Master System but the algorithm is pretty simple to implement, specially for systems that use a tile based background.