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Old July 9th, 2012, 08:57   #501
tronix286
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@paul_nicholls: AAAAMMMIIIIIIIGAAAAAHHHHHHHH!! Great demo! You rocks!
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Old July 9th, 2012, 09:56   #502
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Great! Paul, you are brilliant, as always
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Old July 9th, 2012, 10:05   #503
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Amazing! Really awesome job!
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Old July 9th, 2012, 10:11   #504
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Glad you like it guys!

It took me a while, but I extracted the bitmap info from the image here:
http://www.randelshofer.ch/animation...ing3.ilbm.html

massaged the data (changed 32 colour palette down to 16 colour palette, and worked out how to cycle the colours so I could do that in the chip16 demo
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Old July 9th, 2012, 13:43   #505
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Good job Paul! I'm hoping to have my fighting game done soon too, its all done just the computer AI needs doing, but he's a bit of an idiot currently
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Old July 9th, 2012, 21:48   #506
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I did try my demo with the refchip16 emulator and the colours came out all wrong...the red was blue for example...
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Old July 9th, 2012, 21:52   #507
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Quote:
Originally Posted by paul_nicholls View Post
I did try my demo with the refchip16 emulator and the colours came out all wrong...the red was blue for example...
You have an old version, palette is now fixed in the most recent builds of refchip16.
Check refraction's google code page.
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Old July 9th, 2012, 23:51   #508
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Ok, thanks mate
I will get the latest version...
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Old July 11th, 2012, 00:28   #509
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Hey guys, i have an early release of my fighting game as i dont know how much more time i'm going to have before my wedding/honeymoon (this weekend, eek!) so here's what i got so far.

Still todo:
make the player/cpu "die" when either wins.
sound (as always lol)

controls are A to punch, B to kick, A+B to block and left and right to move.

enjoy!
Attached Files
File Type: 7z bruised.7z (4.3 KB, 4 views)
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Old July 11th, 2012, 01:00   #510
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Quote:
Originally Posted by refraction View Post
Hey guys, i have an early release of my fighting game as i dont know how much more time i'm going to have before my wedding/honeymoon (this weekend, eek!) so here's what i got so far.

Still todo:
make the player/cpu "die" when either wins.
sound (as always lol)

controls are A to punch, B to kick, A+B to block and left and right to move.

enjoy!
lul
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Old July 11th, 2012, 04:09   #511
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@refraction: Great job with your game mate, and congratulations with your up and coming wedding!!
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Old July 11th, 2012, 04:31   #512
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@tykel: I have a question about your tchip16 assembler...

With the sound opcode "SNP":

Code:
SNP Rx, HHLL            Play Sound for HHLL miliseconds at the tone specified in address pointed to by Register X (uses current sound generator settings; ADSR, etc.).
How would I load the address of a frequency in the ROM into a register in the first place?

I tried this:

Code:
ldi R7, frequency
...
frequency: dw 65
But that just loaded 65 in to R7, and not the address of frequency...
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Old July 11th, 2012, 08:25   #513
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Quote:
Originally Posted by refraction View Post
Hey guys, i have an early release of my fighting game as i dont know how much more time i'm going to have before my wedding/honeymoon (this weekend, eek!) so here's what i got so far.

Still todo:
make the player/cpu "die" when either wins.
sound (as always lol)

controls are A to punch, B to kick, A+B to block and left and right to move.

enjoy!
Congrats!! Wedding is way more important than this...
As for Bruised... Little bug on the title screen, you have to press SELECT rather than START as advertised. And I just can't stop thinking of Beavis and Butthead

Quote:
Originally Posted by paul_nicholls View Post
@tykel: I have a question about your tchip16 assembler...

With the sound opcode "SNP":

Code:
SNP Rx, HHLL            Play Sound for HHLL miliseconds at the tone specified in address pointed to by Register X (uses current sound generator settings; ADSR, etc.).
How would I load the address of a frequency in the ROM into a register in the first place?

I tried this:

Code:
ldi R7, frequency
...
frequency: dw 65
But that just loaded 65 in to R7, and not the address of frequency...
Err... what? That should load the address of frequency. Are you using LDM by any chance?
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Old July 11th, 2012, 09:57   #514
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@tykel: my bad!! My IDE debugger got confused or something and showed a different value than it should have. It is now working ok
Sorry!...

On this topic, for my boing demo, I really wished I could store a mono, 8-bit sample (raw PCM) of the Amiga's boing noise and play it back via Chip16 assembler
It would have completely made the demo LOL
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Old July 11th, 2012, 12:27   #515
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Quote:
Originally Posted by paul_nicholls View Post
@tykel: my bad!! My IDE debugger got confused or something and showed a different value than it should have. It is now working ok
Sorry!...

On this topic, for my boing demo, I really wished I could store a mono, 8-bit sample (raw PCM) of the Amiga's boing noise and play it back via Chip16 assembler
It would have completely made the demo LOL
I know... one of the suggestions I made initially for sound was PCM playback, for reasons such as this.

That said, it is in theory possible to recreate the sound using the tone generator we have; if you look at the waveform and manage to identify its components, you should be able to get something. In practise, though...
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Old July 11th, 2012, 12:39   #516
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Well, I have now added sound to the boing demo (see attached file).
Doesn't sound too bad in the refchip16 emulator
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File Type: zip boing.zip (7.1 KB, 7 views)
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Old July 11th, 2012, 14:32   #517
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Quote:
Originally Posted by paul_nicholls View Post
Well, I have now added sound to the boing demo (see attached file).
Doesn't sound too bad in the refchip16 emulator
woohoo! my emulator actually does something well! haha

tho i was wondering, at the moment its literally playing a sound and if another sound request is made it cancels the last sound and plays the new one. I was wondering if i should keep it like this or make it a ring buffer so its a bit easier to "queue up" sounds as it were and play the length the game expects.

It was quite fun trying to get the "pewpew" sound to work in my Alien game and sound almost like an old school console gun ;p
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Old July 11th, 2012, 15:10   #518
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Quote:
Originally Posted by refraction View Post
Hey guys, i have an early release of my fighting game as i dont know how much more time i'm going to have before my wedding/honeymoon (this weekend, eek!) so here's what i got so far.

Still todo:
make the player/cpu "die" when either wins.
sound (as always lol)

controls are A to punch, B to kick, A+B to block and left and right to move.

enjoy!
Congrats man
Gonna make her sign up like GP had Rae sign up?
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Old July 11th, 2012, 15:12   #519
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Originally Posted by SCHUMI_4EVER View Post
Congrats man
Gonna make her sign up like GP had Rae sign up?
haha thanks!

I doubt she will sign up to here, i only come here for this thread, don't really use these forums anymore, however she is already a member of the PCSX2 forums :P

we should probably keep this convo out of here so we dont fill this thread with crap xD
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Old July 11th, 2012, 15:23   #520
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Quote:
Originally Posted by refraction View Post
tho i was wondering, at the moment its literally playing a sound and if another sound request is made it cancels the last sound and plays the new one. I was wondering if i should keep it like this or make it a ring buffer so its a bit easier to "queue up" sounds as it were and play the length the game expects.
That was the behaviour your emu had initially, right? I don't think that it's a good idea.

If sounds start getting delayed it can quickly become mayhem. I suppose you could call SND0, but I don't think waiting for a 10 second sound to finish to play a short beep is right.

What would be cool is overlap... but I think the sound spec is still too little implemented to start extending it with multiple sound channels.

My 2c, anyway.
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