@danboid the other DK levels show up on the 2nd playthrough, it has all 4!
SMB format is straight forward, mostly. For that though, a script which rips user supplied ROM data before compile is probably the only way to avoid trouble.
Search found 3170 matches
- Tue Mar 12, 2024 2:47 am
- Forum: Games & Demos
- Topic: Zelda 2 on Uzebox
- Replies: 57
- Views: 38751
- Sun Mar 10, 2024 3:38 am
- Forum: Programming & Software
- Topic: uShell operating system kernel discussion
- Replies: 12
- Views: 141
Re: uShell operating system kernel discussion
Oh wow I didn't realize those are running from flash, but came from SD outside the ROM! This works in Uzem?
Would cooperative multitasking(yield(), and honor system on RAM)be in the realm of reasonable?
Would cooperative multitasking(yield(), and honor system on RAM)be in the realm of reasonable?
- Sat Mar 09, 2024 7:38 pm
- Forum: Games & Demos
- Topic: Zelda 2 on Uzebox
- Replies: 57
- Views: 38751
Re: Zelda 2 on Uzebox
The tooling and all that looked nice. Personally I would rip the data from the ROM, which then lets you use the existing level editors for the original. Also I feel like using the original data would have a tendency to make things more accurate in gameplay. For Zelda 1 I remember I did this a while ...
- Sat Mar 09, 2024 7:33 pm
- Forum: Programming & Software
- Topic: uShell operating system kernel discussion
- Replies: 12
- Views: 141
Re: uShell operating system kernel discussion
Spectacular stuff, Uzebox Paint!! Haven't had a chance to try it yet but this is exciting. I scanned the code quick and I see it's not emulated. I wonder if a small VM written in AVR would allows running programs from SD, etc. A Telnet VM might even be good enough speed? Keyboard and mouse support o...
- Sat Mar 09, 2024 7:27 pm
- Forum: Games & Demos
- Topic: Space Age expansion, plus achievement and leaderboard support
- Replies: 2
- Views: 96
Re: Space Age expansion, plus achievements and leaderboards on the horizon
This is very cool! I like the about face mechanic, especially because it allows the original L10 but seems not to be enough for stock L19. On the new block mechanics it seems a bigger change, I guess I can appreciate that it allows standard L19 to work. Although I think it would also work if the mor...
- Sat Mar 09, 2024 7:22 pm
- Forum: Games & Demos
- Topic: Space Age
- Replies: 8
- Views: 3648
Re: Space Age
Attach are builds that jump right to 10 and 19. Ignore the SFX issues, this is converted to stock kernel but there are a couple problems still needing to be fixed there.
- Sat Mar 09, 2024 6:26 pm
- Forum: Hardware
- Topic: SPI memtest
- Replies: 2
- Views: 43
Re: SPI memtest
Also you could try the Akuma bitmap demo download/file.php?id=1963
- Sat Mar 09, 2024 7:15 am
- Forum: Games & Demos
- Topic: Space Age
- Replies: 8
- Views: 3648
Re: Space Age
FInally managed to get the source mostly working. It suffered from the same bitrot/compiler change things several of my games did, requiring the PGM_P array of pointers as opposed to the old const char* . I don't think this was building under Linux...not sure, it uses a custom kernel, but as far as ...
- Sat Mar 09, 2024 4:21 am
- Forum: Hardware
- Topic: Uzebox Ω - easier to build, SCART friendly Uzebox
- Replies: 152
- Views: 67025
Re: Uzebox Ω - easier to build, SCART friendly Uzebox
Ugh, starting to suspect my OSCC SCART socket is overly loose... Getting a cheap cable and cheap convertor and I'll hopefully be able to rule that out and maybe compare quality.
- Sat Mar 09, 2024 4:18 am
- Forum: Games & Demos
- Topic: Space Age
- Replies: 8
- Views: 3648
Re: Space Age
Hey climax, OK I just wanted someone else to verify I wasn't missing something obvious. I think this wouldn't be hard to fix, I guess just making level 10 hallway wider. Any other ideas that would keep the same feel of the original version? Not seeing the images for some reason. We'll I guess with t...