Search found 12 matches

by obo
Fri Nov 09, 2018 7:07 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 1124

Re: TileMap v1.0

djnzx48 : I've pushed a code update to GitHub that includes a partial Sabre Wulf implementation. That game has all the state data in a single block, which is broken into 12-byte units for different entity types. It's stored in the game object, and updated when the active room reaches certain points...
by obo
Tue Nov 06, 2018 10:15 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 1124

Re: TileMap v1.0

I'll look at getting some SW code up after work tomorrow, as it's getting a bit late here now. It's also not frame synced, and even worse it runs the player at intervals that depend on when the ROM frame counter advances. For that reason I used a single hook to either store the data (active room) or...
by obo
Tue Nov 06, 2018 8:21 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 1124

Re: TileMap v1.0

It wasn't just you, non-bright colours were broken. It's been like that since the start and I'd never noticed. I've just pushed a fix for it -- thanks! It's great to see your progress so far! I've generally found most games have a single call to the routine that adds and manages the enemies, which c...
by obo
Sun Nov 04, 2018 1:45 am
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 1124

Re: TileMap v1.0

In case it's useful, I've written up some details on how TileMap works: https://simonowen.com/articles/tilemap/
by obo
Fri Nov 02, 2018 9:49 am
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 1124

Re: TileMap v1.0

If you're at the stage of building TileMap itself, make sure you've pulled the latest code. I simplified the code hooking yesterday, so existing hook handlers will need adjusting. There are still some build issues with the Z library it uses as a sub-module, which doesn't yet play nice with recent Vi...
by obo
Fri Nov 02, 2018 8:55 am
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 1124

Re: TileMap v1.0

Can this work for games where enemies and objects move between the rooms? I've got a game in mind that I'd be interested in porting with this if it's possible. Yes, though it will require some knowledge of the data involved in the object's state, and maybe the code that manages it. In Sabre Wulf th...
by obo
Thu Nov 01, 2018 10:36 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 1124

Re: TileMap v1.0

All cases I've seen so far generate the item locations when the game starts, and that seems the best place to do when there are limits to the number of certain items types that can appear. That's certainly true for Dynamite Dan, Dynamite Dan II, Starquake, and Sabre Wulf. Dynamite Dan II does that f...
by obo
Thu Nov 01, 2018 7:35 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 1124

Re: TileMap v1.0

Auf Wiedersehen Monty does seem well suited. Though I don't have an AY emulation at the moment, so no music :( Tantalus shouldn't be a problem size-wise, though I'm not familiar with the gameplay, which useful to know it's working properly. I remember Nonterraqueous 1 from back in the day, which was...
by obo
Sun Oct 28, 2018 5:55 pm
Forum: Emulators
Topic: TileMap v1.0
Replies: 25
Views: 1124

Re: TileMap v1.0

An explanation would be nice! I'd say more people have been confused by it than got it straight away! It lets you play the original games, but see more than just a single room. That's about all it does. I'll write up some details on how it works, in case anyone wants to try converting other games (...