pw
@pw32x.bsky.social
38 followers 36 following 330 posts
Retro dev. Homebrew. Sega. Stuff.
Posts Media Videos Starter Packs
That's the current plan. I'm not doing anything fancy. I just need the extra banks to hold a 6k 1bpp image for each of the game's 12 screens.
Thanks for the tip!
Downland for NES Day 1, con't: Managed to get a makefile to build a simple .nes rom with llvm-mos. Glad I could get some milestone today at least. Special thanks goes to ChatGPT for help translating the CMakeLists.txt file. #downland #tandy #coco #nintendo #nes #llvm-mos
Downland for NES Day 1: Started to look at options for C compilers. Internet says in terms of perf and optimizations llvm-mos is cool and CC65 drools. But llvm-mos uses CMake which makes me wanna barf. Sigh. Will probably just write a makefile instead. #downland #tandy #coco #nintendo #nes
Any nes dev experts in the house? Would UxRom be recommended for:
- 16k code, ~7 16k code banks
- < 256 bg tiles, < 256 sprite tiles
- no scrolling
#nes #nesdev
Downland for Game Gear Day 6? 7? Who knows!: Two player life start scrolling bug seems to be fixed. I do believe the Game Gear version is done. #downland #tandy #coco #sega #gamegear #devkitsms
Downland for Game Gear Day 3,4,5: Had family over for the week so could only spend little bits of time here and there. I'm down to my last bug where going from one player to the other has a scrolling bug when the player starts. Hope to fix soon. #downland #tandy #coco #sega #gamegear #devkitsms
Downland SG-1000 Day 10: Reworked the rom layout so that banks 0,1 combined is under 16k. This should make the code ready for Colecovision. Now just waiting for a certain things to happen :) #downland #tandy #coco #sega #sg1000 #devkitsms
Downland for Game Gear Day 2, con't: adjusted the title screen to better fit the screen. No room for the room geometry, though. It's all offscreen. Next I'm gonna make the drops fall through the letters instead of colliding with them. #downland #tandy #coco #sega #gamegear #devkitsms
Downland for Game Gear Day 2: changed the timer and lives markers to be sprites. The lives display has been simplified to reduce flicker. Gotta fix bugs with scrolling when changing screens. Also, this game can be brutal. #downland #tandy #coco #sega #gamegear #devkitsms
ARM-based console with simulated Genesis hardware and online storefront or true 68000-based console with cart-only games?
Sega should restart the 4th gen and just re-release the Sega Genesis. Get a bunch of devs and release 2 games a month on cartridge for the first year. Games would be 39.95$ Make it a Genesis "plus" with scaling, rotation, more colors, and a frame buffer. Make thousands of dollars
Downland for Game Gear Day 1 con't: Added basic scrolling. Tiny screen is still tiny. Lives, time, and score can't clearly be seen. I will remove the top and bottom except the time, and display that with sprites in a corner. #downland #tandy #coco #sega #gamegear #devkitsms
Ugh, fine. Might as well...
Downland for Game Gear Day 1: Made a common game code folder for 8bit machines. Migrated SG-1000 and SMS to it. Created GG project. Updated makefile and game colors. The screen is tiny! #downland #tandy #coco #sega #gamegear #devkitsms
I want to go up the Nintendo console chain and I still want to try neglected platforms like CD-i and Jaguar. I don't know if my patience will hold out, tho. I told myself I'd spent 12 months on Downland and I've got about three months left. I average 3-4 weeks a port, so 3-4 ports left.
The original plan was Dreamcast, Saturn, 32X, Genesis, and SMS. Why yes, I am a Sega fanboy. But I am glad I went off on side quests to do the other versions.
If the ColecoVision version doesn't work out I think the next versions are likely NES and TG16.
With the SG-1000 version done, my original plan of porting Downland is now complete. Now it's time to take stock! What should be next? Anybody familiar with ColecoVision dev?
Downland for SG-1000 Day 9 con't: Got ram usage down under 1k and so reenabled 2 player mode. Thanks to the original author for his foresight. I was being silly taking too much memory while his original solution had already solved the problem :) #downland #tandy #coco #sega #sg1000 #devkitsms
The flicker hasn't been too bad. The game is still pretty playable. Although I do admit I once got killed by an invisible drop.
Downland for SG-1000 Day 8&9: Finally got sprite drawing working. Reworked the obj gfx, toned down the player to be more like the original. Making 1bpp graphics is hard. I think I'm almost done with this version. #downland #tandy #coco #sega #sg1000 #devkitsms
Downland for SG-1000 Day 7: More boring drudgery trying to properly get the sprite graphics into the game. It would go faster if I would be less tired and could concentrate more on it. But still, some progress. #downland #tandy #coco #sega #sg1000 #devkitsms
Downland for SG-1000 Day 6: Just boring drudgery, getting a 1bpp png to C array tool going to convert the graphics. Tweaked sprites some more. Just about ready to test them out in-game. #downland #tandy #coco #sega #sg1000 #devkitsms
Downland for SG-1000 Day 5: Still working on the new player sprite. I realized that the black areas from yesterday's version are transparent. Reworked to have less transparency and I think it has a bit more personality now. #downland #tandy #coco #sega #sg1000 #devkitsms