Search found 71 matches

by rocifier
Mon Mar 26, 2018 10:33 am
Forum: Uzebox Emulator
Topic: CUzeBox - The new official Uzebox emulator
Replies: 330
Views: 448924

Re: CUzeBox - The new official Uzebox emulator

Haven't been able to find the answer to this anywhere, but is there a shortcut key to disable the CRT style scanlines? (so produce a crisp pixel image)
by rocifier
Sat Mar 24, 2018 12:49 pm
Forum: Tools, Documentation & Tutorials
Topic: Uzebox Mode 3 with Scrolling Guide
Replies: 16
Views: 57520

Re: Uzebox Mode 3 with Scrolling Guide

Wow !!!!!!!!!!! very nice thank you so much! Tons of work gone into all those diagrams!
by rocifier
Sat Mar 24, 2018 12:45 pm
Forum: Programming & Software
Topic: Mode 72 development
Replies: 81
Views: 960239

Re: Mode 72 development

I did an update to the mode, no significant functional changes (some added options for m72_bull_cnt), but it involved large rewrites in sprite modes. This was for that I discovered some possible optimizations in ROM sourced sprites which I decided to introduce all over, mostly to have a cleaner set...
by rocifier
Fri Mar 23, 2018 9:57 pm
Forum: Games & Demos
Topic: New Game Idea: Tower Defense
Replies: 60
Views: 87924

Re: New Game Idea: Tower Defense

What about color 0xF7 for background? That would be somwthing like this: █████████████████████████████████████████████ Quite close, I think. There is a Uzebox palette on the wiki (link . Mode 72 by the way can also do a gradient background like that used in Flight of a Dragon, you may color every l...
by rocifier
Fri Mar 23, 2018 4:01 am
Forum: Games & Demos
Topic: New Game Idea: Tower Defense
Replies: 60
Views: 87924

Re: New Game Idea: Tower Defense

It will be multiplayer; co-op instead of competitive.
by rocifier
Thu Mar 22, 2018 10:28 pm
Forum: Games & Demos
Topic: New Game Idea: Tower Defense
Replies: 60
Views: 87924

Re: New Game Idea: Tower Defense

Well, made a start on the game :D Doesn't look like much but joypad movement to navigate buildings is mostly done, as well as the area size and partial scrolling. I can't get the light pink background from the mockup from the palette, but I was thinking later on I could alternate it with (probably) ...
by rocifier
Thu Mar 22, 2018 1:43 am
Forum: Programming & Software
Topic: Mode 72 development
Replies: 81
Views: 960239

Re: Mode 72 development

So I kind of overlooked something rather important.. my background needs to be changed as the user plays the game. So I kind of need it in RAM not ROM, lol.. EDIT: Ok I just went back and looked at the example and I didn't overlook it, you're just initializing the vram once from an array in flash. I...
by rocifier
Wed Mar 21, 2018 9:31 am
Forum: Programming & Software
Topic: Mode 72 development
Replies: 81
Views: 960239

Re: Mode 72 development

Ok I found what was happening.. I was building tilegen.c from a different directory so the output was going to the wrong directory. Rookie mistake. Shit actually works now.
by rocifier
Wed Mar 21, 2018 8:49 am
Forum: Programming & Software
Topic: Mode 72 development
Replies: 81
Views: 960239

Re: Mode 72 development

Awesome the example sprites are all back, but this time much easier to set up :D Now I just need to work on getting my background tiles to show up. Currently I'm seeing palette index 0 filling the whole background, though I didn't use that colour in any of the tiles. EDIT: might be a generator probl...
by rocifier
Tue Mar 20, 2018 9:57 pm
Forum: Games & Demos
Topic: New Game Idea: Tower Defense
Replies: 60
Views: 87924

Re: New Game Idea: Tower Defense

For my case it would be awesome to remove RAM sprite support since I'm not planning to use sd card expansion. Would that need to be another customised mode though? Customized, yes, but it is a simple change if done quick: it just needs replacing a few instructions with NOPs, I will do that for you ...