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snes homebrew project

Started by neen, Sat, 2025 - 02 - 08, 09:15 PM

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RT-55J

Hot dang that's really coming along!

What's left in terms of core game systems? Other sprites and music?

neen

enemies, powerups (both going to use sprites), music, yeah. there are open source spc engines around, which is very good because i do not want to learn spc stuff at all.

neen

there is also a basic hud system and points, like an arcade style game, but that's probably going to be on layer 3 on the top of the screen and not that interesting to write. the game uses clocks as a point-giving prize object. cuckoo clocks being worth the most :smug:

neen

we now have our first object type that can be given a size parameter per instance: the mighty shelf.

eventually, tables will work the same way, but more complex: tabletop of variable length, and the pole part in the center of variable height. this will be somewhat more complex as i need to implement it as three separate objects: the base, which keeps the dimensions in its parameters, and spawns the top and stem objects in its setup routine.

neen

spent most of the weekend implementing enemies. started collision this afternoon before work and just got it working tonight.


RT-55J


neen

the collision is a little jank when going horizontally but it can be improved hopefully. but yeah otherwise I'm very happy with this

neen

did a reasonably large file restructure, and renamed the project so the repo has moved to https://github.com/n-neen/super-glider

previously, modules were fixed in place in a known bank and code elsewhere had hardcoded pointer base addresses, but now all modules have bank defines at the top for easier long pointer reads.

e.g., bank80.asm is now main.asm. bank81.asm contained loading and dma routines, but is now loading.asm. the top level file includes both main.asm and loading.asm in bank $80.

this isn't all that important, but it feels cleaner to me now, anyway. the rename is because i caught wind that the original author does not like people using simply "glider" as a title for the project, so i renamed mine "super glider"

RT-55J


neen

oh, hehe i have been meaning to finish that. i guess the word "GLIDER" also gets some fancification but idk how to do an uppercase 'r'

neen

did a basic bg3 implementation for a hud, although no logic to actually make the numbers to anything

RT-55J

i can imagine that font fitting right in between the lines on some notebook paper. very nice

neen

hud works now

neen

wrote light switches tonight. also at some point i made the balloons shootable (ballootable?) and with the proper balloovement


neen

two main things implemented since last i posted are:

-enemies can now pass data between rooms. main use is for switches to be able to turn things off or on from across the house. there is a table in ram that contains a record of: room number, enemy number, and enemy property. when loading a room, if an entry in this table exists for any of the enemies in the room, we swap out the default value for the new one. it remains to be seen how good of an implementation this is.
-prize objects (extra lives, powerups) now record a bit in a bit array when collected and do not reappear when the room reloads later