BBC Bomberman

developing/porting a new game or gaming framework? post in here!
User avatar
lovebug
Posts: 1759
Joined: Sun Jan 31, 2021 5:07 pm
Location: Magrathea
Contact:

Re: BBC Bomberman

Post by lovebug »

oh sorry I thought it looked like mode 2, my bad

I disassembled zalaga years ago and remember it used illegal opcodes to do pixel flipping with the minimal number of instructions

not a fan of such things myself but it might be worth looking at ?
Image Image Image Image
User avatar
picosonic
Posts: 211
Joined: Mon Feb 17, 2020 12:20 pm
Contact:

Re: BBC Bomberman

Post by picosonic »

lovebug wrote: Thu Jun 23, 2022 1:35 pm oh sorry I thought it looked like mode 2, my bad

I disassembled zalaga years ago and remember it used illegal opcodes to do pixel flipping with the minimal number of instructions

not a fan of such things myself but it might be worth looking at ?
Yeah, illegal opcodes is something I'd steer clear of as I'd like it to work in as many emulators and hardware variants as possible.

At present I'm ok with the speed of render, my current stumbling blocks (except finding time of course) are available memory and the need to convert to using sprite display lists within VSYNC compared to in the mainline code.
Beebson
Posts: 149
Joined: Tue Jan 18, 2022 2:24 pm
Contact:

Re: BBC Bomberman

Post by Beebson »

picosonic wrote: Thu Jun 23, 2022 11:01 am The loader screen I'm using is one I converted from the original instruction manual.
So I was right it was from some Bomberman type game! :lol:
User avatar
TobyLobster
Posts: 622
Joined: Sat Aug 31, 2019 7:58 am
Contact:

Re: BBC Bomberman

Post by TobyLobster »

bomb_manual.png
bomb_manual.png (17.04 KiB) Viewed 2834 times
I played around making a different version of the loading screen.
User avatar
picosonic
Posts: 211
Joined: Mon Feb 17, 2020 12:20 pm
Contact:

Re: BBC Bomberman

Post by picosonic »

TobyLobster wrote: Sat Jun 25, 2022 8:08 am bomb_manual.png
I played around making a different version of the loading screen.
Looks really good, much cleaner than my conversion.
User avatar
tricky
Posts: 7713
Joined: Tue Jun 21, 2011 9:25 am
Contact:

Re: BBC Bomberman

Post by tricky »

Doesn't look like MODE 2, lovely.
User avatar
TobyLobster
Posts: 622
Joined: Sat Aug 31, 2019 7:58 am
Contact:

Re: BBC Bomberman

Post by TobyLobster »

bomb_manual2.png
bomb_manual2.png (17.01 KiB) Viewed 2797 times
Update: This box art suggests he's carrying a green thing. I like the belt blue though.
User avatar
picosonic
Posts: 211
Joined: Mon Feb 17, 2020 12:20 pm
Contact:

Re: BBC Bomberman

Post by picosonic »

TobyLobster wrote: Sat Jun 25, 2022 1:14 pm I played around making a different version of the loading screen.
Thanks for contributing this loader screen, it looks great.

I've just got around to adding this to the game, and also modifying it to use sideways RAM for most of the data, I have room to breathe again!

Thanks

bbm.ssd
Beeb Bomberman with new loadscreen and using sideways RAM
(51.75 KiB) Downloaded 40 times
User avatar
picosonic
Posts: 211
Joined: Mon Feb 17, 2020 12:20 pm
Contact:

Re: BBC Bomberman

Post by picosonic »

I've been bugged by the music in my port running at 50Hz (from VSYNC) rather than the native 60Hz as intended.
Although it sounded fine in isolation, when switching between NES and BBC it's noticeably slower.

So I've finally managed to update the source to play the music at 60Hz on the BBC. Making use of TIMER2 on the user VIA.

Other changes since the last release are :
  • Added demo key data - this is for a replay of the keys to simulate being pressed when the demo is running.
  • Appended machine code to loader BASIC - this is the SWR loader to make it quicker and more concise.
  • Loader screen dynamic rebuild - rebuilt if source PNG changed.
  • Loader screen now EXOmised - saves space and loads much faster.
  • Improved compatibility with BBC Master - in relation to SWR bank switching.
bbm.ssd
Updated game with 60Hz music
(37.5 KiB) Downloaded 23 times
Post Reply

Return to “new projects in development: games”