Bubble Bobble
Started by Tezz, Jun 22 2004 4:50 PM
110 replies to this topic
#26
Posted Thu Jun 24, 2004 5:00 PM
btw... and again... i do not feel sorry for england...why does beckham shoot the 1st penalty kick???????? again...what a game...
#27
Posted Fri Jun 25, 2004 7:02 AM
Heaven/TQA said:
if you tell me what the font VIC adress is i can search in vice and patch on my own...
[Prod, prod] It's running two fonts and two screens for double buffering; fonts are stored at at $4000 and $4800, screens at $5000 and $5400. There seem to be a couple of frames between buffer flips but the soft sprites only deal with unfilled bubbles, bonuses are static character objects and all nasties and dinos seem to be sprites. A little further messing about and it seems to need close to half a font just for the soft sprites...
As for the football, couldn't care less... =-)
#28
Posted Fri Jun 25, 2004 9:20 AM
Heaven/TQA said:
btw... and again... i do not feel sorry for england...why does beckham shoot the 1st penalty kick???????? again...what a game...
Erikson's stuff... why after the first goal they only defend
that minimun result
#29
Posted Fri Jun 25, 2004 10:22 AM
Quote
Heaven/TQA btw... and again... i do not feel sorry for england...why does beckham shoot the 1st penalty kick???????? again...what a game...
Quote
TMR It's running two fonts and two screens for double buffering; fonts are stored at at $4000 and $4800, screens at $5000 and $5400. There seem to be a couple of frames between buffer flips but the soft sprites only deal with unfilled bubbles, bonuses are static character objects and all nasties and dinos seem to be sprites. A little further messing about and it seems to need close to half a font just for the soft sprites...
Can u patch the C64 version Heaven?
#30
Posted Fri Jun 25, 2004 11:10 AM
tezz... let the netherlands beat the dust tomorrow...
as kind of revange...
c64...i can't patch it as except for the 6510 i am not familiar with da beast... esp. reg. VIC registers... (where is the 756 register...
)
(ok... i can do this: inc 53280 jmp loop...)
c64...i can't patch it as except for the 6510 i am not familiar with da beast... esp. reg. VIC registers... (where is the 756 register...
(ok... i can do this: inc 53280 jmp loop...)
#31
Posted Fri Jun 25, 2004 4:08 PM
Heaven, changing fontpages on the c64 is a bit more complex.
We have register 53272 (VIC-II register $D018
which is used for the kilobyte offset within a bank of 16kb memory.
Low nybble=charbase kb offset (bit 0 unused as we have 2kb big fonts)
high nybble=screenmemory kb offset within the same bank
see code:
Now we've got to select a bank which is used by VIC-II (for screenmemory, fonts, spriteshape pointers, spritedata). We need to write to bits 0 and 1 of 56576 = "6526-CIA #2"-port A ($DD00)
see code:
X value should be f.e. 4 if we use $1000-$17ff in bank 0
Y value should be 3 minus banknumber:
We have register 53272 (VIC-II register $D018
which is used for the kilobyte offset within a bank of 16kb memory.
Low nybble=charbase kb offset (bit 0 unused as we have 2kb big fonts)
high nybble=screenmemory kb offset within the same bank
see code:
lda $d018 and #240 ora #X ;see notes below sta $d018
Now we've got to select a bank which is used by VIC-II (for screenmemory, fonts, spriteshape pointers, spritedata). We need to write to bits 0 and 1 of 56576 = "6526-CIA #2"-port A ($DD00)
see code:
lda $dd02 ;data direction register ora #03 ;make sure bits 0 and 1 of port A are outputs sta $dd02 lda $dd00 ;port A and #252 ora #Y ;see notes below sta $dd00
X value should be f.e. 4 if we use $1000-$17ff in bank 0
Y value should be 3 minus banknumber:
Y=0 --> bank $c000-$ffff Y=1 --> bank $8000-$bfff Y=2 --> bank $4000-$7fff Y=3 --> bank $0000-$3fff
#32
Posted Sat Jun 26, 2004 1:50 AM
that's exactly what i ment with "where is my 756 register"... 
but thanks for explaining it... maybe i dig into bubble bobble code with the emulator...
but thanks for explaining it... maybe i dig into bubble bobble code with the emulator...
#33
Posted Sat Jun 26, 2004 4:23 AM
Cool work guys. 
[quote]Heaven/TQA maybe i dig into bubble bobble code with the emulator...[/quote] Me too! The C64 Sprite/Font ripper is a handy utility. works off an emulator snapshot so memory locations are in the right place (i.e. loaded and unpacked) I should pull the code apart and examine it to see if I can get some ideas from it.
Will need to carefully plan the font usage next but, so far it looks good to me. The background tiles, collectable objects and the software sprite nasties are not too many to be impossible.
[quote]Heaven let the netherlands beat the dust tomorrow[/quote] Yeah, absolutely, good luck Netherlands, these guys are playing some nice football. With France now out of the way there's not much to stop you now.[/quote]
[/quote]
[quote]Heaven/TQA maybe i dig into bubble bobble code with the emulator...[/quote] Me too! The C64 Sprite/Font ripper is a handy utility. works off an emulator snapshot so memory locations are in the right place (i.e. loaded and unpacked) I should pull the code apart and examine it to see if I can get some ideas from it.
Will need to carefully plan the font usage next but, so far it looks good to me. The background tiles, collectable objects and the software sprite nasties are not too many to be impossible.
[quote]Heaven let the netherlands beat the dust tomorrow[/quote] Yeah, absolutely, good luck Netherlands, these guys are playing some nice football. With France now out of the way there's not much to stop you now.[/quote]
[/quote]
#34
Posted Sat Jun 26, 2004 5:13 AM
sometimes i love even german language... "david DEPPham" hahahaha BILD rules.... tonight we will see flying dutchmen....
#35
Posted Sat Jun 26, 2004 5:13 AM
and "le BLÖD"...
#36
Posted Tue Jun 29, 2004 4:41 PM
Hi all,
WIP so far.. I've got many of the routines underway now and all is looking good so far
.. I've descided to run a few tests in Turbo Basic to check out my intended screen layouts, The display list, font usage etc.
Does anyone have a basic listing to convert an includable font file into basic data statements?... I suppose reading the contents of the font file and making it write 8 numbers at a time into a set of data statement strings. I'm sure years ago I wrote such a program but that's lost now.
I will need to automate this as it would take an age to input this stuff and the whole idea is to quickly test stuff out so that I'm ready to code.
WIP so far.. I've got many of the routines underway now and all is looking good so far
Does anyone have a basic listing to convert an includable font file into basic data statements?... I suppose reading the contents of the font file and making it write 8 numbers at a time into a set of data statement strings. I'm sure years ago I wrote such a program but that's lost now.
I will need to automate this as it would take an age to input this stuff and the whole idea is to quickly test stuff out so that I'm ready to code.
#37
Posted Wed Jun 30, 2004 1:54 AM
? why not simply do this
open #1,4,0,"d:font.fnt
bget #1,fontadr,1024
close#1
poke 756,fontadr div 256
?????
open #1,4,0,"d:font.fnt
bget #1,fontadr,1024
close#1
poke 756,fontadr div 256
?????
#38
Posted Wed Jun 30, 2004 5:50 AM
Quote
Heaven/TQA ? why not simply do this
open #1,4,0,"d:font.fnt
bget #1,fontadr,1024
close#1
poke 756,fontadr div 256
open #1,4,0,"d:font.fnt
bget #1,fontadr,1024
close#1
poke 756,fontadr div 256
I suppose I could use Windows font editor and then read the file to a location such as above.
Quote
?????
#39
Posted Thu Jul 22, 2004 12:20 PM
Tezz
G2F v3.7.9... support animation in Edit Maps
Alt+M
File->Load->*.map or File->New
Press button Export -> saved file *.asm, *.asq, *.fnt, *.frm -> compile file *.asm with XASM
but rasters, colors per line, sprites not supported in this version (RAM)
G2F v3.7.9... support animation in Edit Maps
Alt+M
File->Load->*.map or File->New
Press button Export -> saved file *.asm, *.asq, *.fnt, *.frm -> compile file *.asm with XASM
but rasters, colors per line, sprites not supported in this version (RAM)
Attached Files
#40
Posted Thu Jul 22, 2004 1:11 PM
Very impressive tebe. I really need to get a handle on this G2F tool... I seem to be getting more lost but yet still in awe by its capabilities!
FYI Tebe's compiled code attached...
FYI Tebe's compiled code attached...
Attached Files
#41
Posted Fri Jul 23, 2004 3:46 AM
Quote
tebe G2F v3.7.9... support animation in Edit Maps
Quote
JayoK FYI Tebe's compiled code attached
#42
Posted Sat Jul 24, 2004 4:42 AM
Damn!
I grew up on Bubble Bobble for the NES. I don't see how I could overlook this thread. I hope this port works out!
I grew up on Bubble Bobble for the NES. I don't see how I could overlook this thread. I hope this port works out!
#43
Posted Tue Sep 28, 2004 4:15 PM
Your game got mentioned in issue 8 of Retro Gamer magazine - nice.
#44
Posted Tue Sep 28, 2004 4:49 PM
damned... i just got issue 7....
seems that i have to subscribe now...
seems that i have to subscribe now...
#45
Posted Wed Sep 29, 2004 5:30 AM
Quote
StartTheBiddingLow Your game got mentioned in issue 8 of Retro Gamer magazine - nice
#46
Posted Wed Sep 29, 2004 5:33 AM
I guess it's here...
http://www.livepubli...ro/retro8.shtml
"Now, it is the beginning of a fantastic story..
http://www.livepubli...ro/retro8.shtml
"Now, it is the beginning of a fantastic story..
#47
Posted Wed Sep 29, 2004 9:44 AM
Mention and a couple of screenshots in the Bubble Bobble piece (called Bubble Trouble); page 40, in the box-out labelled "Fan remakes" and the text says "And finally, perhaps the most unusual remake currently in development is a new version for the Atari 800." followed by a link into this very thread...! [Waves to anyone who saw the link in the mag. =-]
#48
Posted Wed Sep 29, 2004 3:53 PM
Quote
TMR And finally, perhaps the most unusual remake currently in development is a new version for the Atari 800." followed by a link into this very thread...!
#49
Posted Wed Sep 29, 2004 4:04 PM
Tezz said:
Quote
TMR And finally, perhaps the most unusual remake currently in development is a new version for the Atari 800." followed by a link into this very thread...!
They certainly appear to know their stuff at Retro Gamer... =-)
#50
Posted Wed Sep 29, 2004 4:42 PM
yup. definitly... i mailed the guys today if there is any chance to get the mag in germany maybe on aitports etc... but as it seems i have to subscribe... 
but retro gamer they are really dedicated maniacs... maybe little bit too much speccy (ok...its a uk mag) but you really get a flashback... hope that the hype will not kill the mag...
but i have to get the top 100... hehehe... sad that they have revied in issue 7 rampage for 8bit which is definitly a bad port... any idea why they have written for turrican3 that there is just a demo on the covermount and video but you can download the full d64 from the net???
but retro gamer they are really dedicated maniacs... maybe little bit too much speccy (ok...its a uk mag) but you really get a flashback... hope that the hype will not kill the mag...
but i have to get the top 100... hehehe... sad that they have revied in issue 7 rampage for 8bit which is definitly a bad port... any idea why they have written for turrican3 that there is just a demo on the covermount and video but you can download the full d64 from the net???
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