Thanks for the nice comments everyone!
I actually think this is a game I will continue to work on 🙂
thunderstruck wrote:
Still would be nice if I could make the demo run at the same speed as DanB. I double checked if there are some asm parts that are not activated by default (like in Gregs demo) but couldn’t find any.
No idea what you are doing 😛
One difference is probably that I still use the old pre-compiled version of gccvb 2.95.
What about using memcpy/blitting to manually draw the minimap to the framebuffers instead of using a world for it? Could that make it faster? You’d have to use a mask and AND/OR it in two steps to make it transparent of course.
What we’re doing with libvue is we’ve included a macro that makes use of the assembler’s .incbin directive to include resource files directly. You may want to consider doing something similar.
I was messing around with .incbin a few years back when I worked on my midi player, but I only ever succeeded in putting the files in the RAM area (which soon filled up after a few songs)… How did you map the files to reside in the ROM area?
Unfortunately, there is no easy way to do this since none of the pins on the ribbon cable take any kind of standard video signal (vga/composite/s-video). It’s all proprietary stuff. I don’t know the details, but you would have to build your own hardware interface inbetween, which requires some serious electrical engineering skills…
Why would you clear the buffers manually by copying data, when the VIP will clear it to BKCOL for you each frame? And If you’re manually copying the same buffer to both eyes, you can’t have any 3D effect either ofcourse…
Fun fact: The rom header in the Faceball proto still says “V-Tetris” and has the same game id (VTRJ) as that game, which might suggest it was developed by the same team, or even built on the same pc/using V-Tetris as a framework 🙂
Thank you everyone for your support (and especially Eric for being such a cool guy about this). With his consent (and actual request of it) I’m now putting my rom back up for download.
I’m now thinking of going the Donkey Kong ’94 (awesome GB game) route with this, that is starting with the original levels, and then when the game “ends” a new game breaks out with lots of added levels and new features to the gameplay.
This will take lots of time, and I may or may not post updated roms as I go along. I’ll probably document my progress here though. In the meantime, enjoy Ballface in it’s current form. 🙂