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Bubble Bobble


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#26  

    Quadrunner

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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  

    River Patroller

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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  

    Dragonstomper

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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  

    Stargunner

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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...
What a terrible night for England :( that must be the worst referee I've ever seen. We certainly played the usual "lets just defend now that we've scored" typical performance but a great header in 90 minutes should have seen England through. What's such a bad referee doing working at this level. was he paid off? ah well at least the tradition of England losing in penalties was there again.. 120 Minutes of stress and then the inevitable lose again :( Who would have guessed the Italy, Germany and Spain going out in the first round. That must be a first. oh well back to normal life...

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...
Nice one, thats handy to know, cheers.

Can u patch the C64 version Heaven?

#30  

    Quadrunner

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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...)

#31  

    Stargunner

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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:

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  

    Quadrunner

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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...

#33  

    Stargunner

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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]

#34  

    Quadrunner

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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  

    Quadrunner

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Posted Sat Jun 26, 2004 5:13 AM

and "le BLÖD"...

#36  

    Stargunner

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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.

#37  

    Quadrunner

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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

?????

#38  

    Stargunner

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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
Yes, I can of course read the file to a location ?? thanks, I did know that :D I was going to actually read the file bytes and convert to a set of data statement strings using a "binary put and get routine" into data statement strings because I have used some "partial" fonts and wanted to have the data listed so I can simply change the shape data in basic for quick testing. It's a handy little program to have. I've found it useful for many situations.

I suppose I could use Windows font editor and then read the file to a location such as above.

Quote

?????
Yes, sorry it was a bit unclear. Thanks for the reply, it's much appreciated :)

#39  

    Moonsweeper

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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)

Attached Files

  • Attached File  bubb.zip   211.41K   145 downloads


#40  

    Chopper Commander

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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...

Attached Files

  • Attached File  bubb.zip   20.61K   168 downloads


#41  

    Stargunner

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Posted Fri Jul 23, 2004 3:46 AM

Quote

tebe G2F v3.7.9... support animation in Edit Maps
Wow !! :) That's great. I'm totally impressed. Thanks for the bubble bobble intro animation also. I can't wait to try this all out later on :D

Quote

JayoK FYI Tebe's compiled code attached
Thanks for that ;)

:D :D :D Tezz !

#42  

    Metal Maniac

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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!

#43  

    Space Invader

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Posted Tue Sep 28, 2004 4:15 PM

Your game got mentioned in issue 8 of Retro Gamer magazine - nice.

#44  

    Quadrunner

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Posted Tue Sep 28, 2004 4:49 PM

damned... i just got issue 7....

seems that i have to subscribe now...

#45  

    Stargunner

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Posted Wed Sep 29, 2004 5:30 AM

Quote

StartTheBiddingLow Your game got mentioned in issue 8 of Retro Gamer magazine - nice
Really? how do I get this mag?

#46  

    Stargunner

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Posted Wed Sep 29, 2004 5:33 AM

I guess it's here... :P

http://www.livepubli...ro/retro8.shtml

"Now, it is the beginning of a fantastic story..

#47  

    River Patroller

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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  

    Stargunner

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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...!
That's cool, I never saw that. Must be an avid atariage user in there somewhere!!

#49  

    River Patroller

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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...!
That's cool, I never saw that. Must be an avid atariage user in there somewhere!!

They certainly appear to know their stuff at Retro Gamer... =-)

#50  

    Quadrunner

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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???





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