- Видео 25
- Просмотров 10 080
cb meeks
Добавлен 19 мар 2006
Vertical Smooth Scrolling
I didn't realize how much more difficult vertical smooth scrolling can be when you are "racing the beam" and using a split screen.
This example is just a quick demo of a 6 screen tall map (or room) scrolling vertically. It works in either up or down directions.
I can set the scroll speed to anything between 8 and 255. The Screen Y position is 16 bit with the first 8 bits representing the MapX in CHARS. The next three bits are the screen Y scroll position (smooth) and the final 5 bits are sub-pixels.
The purple is the raster time taken to redraw the entire screen except the HUD. The two shades of green (and red) is roughly the amount of free time I have per frame (NTSC).
I added another row to...
This example is just a quick demo of a 6 screen tall map (or room) scrolling vertically. It works in either up or down directions.
I can set the scroll speed to anything between 8 and 255. The Screen Y position is 16 bit with the first 8 bits representing the MapX in CHARS. The next three bits are the screen Y scroll position (smooth) and the final 5 bits are sub-pixels.
The purple is the raster time taken to redraw the entire screen except the HUD. The two shades of green (and red) is roughly the amount of free time I have per frame (NTSC).
I added another row to...
Просмотров: 13
Видео
Fast, smooth scrolling in NTSC.
Просмотров 250Месяц назад
I had to drop full color scroll. There just isn't enough time to do it with NTSC without using some world-class tricks that I just cannot do. Maybe I will do an REU version for that. The video doesn't do it justice. It's buttery smooth on the emulator. Going to try it on real hardware shortly. Also, there is a glitch when the room rolls past the end and starts over. This would not be visible in...
Odd Waver behavior.
Просмотров 802 года назад
Got some cool randomness of Wavers running. This isn't the actual logic. I will try and match the real Wavers at some point. I just wanted to see if they break. As for the video quality, I don't think Fedora's screen capture records at 60 FPS so I will have to look into that.
Enemies Everywhere!
Просмотров 863 года назад
Just a simple display of Geegas, Rippers and a Zoomer. The Geegas seem to be working pretty well. They will follow your jump for a bit before attacking you. One thing missing is that in NES Metroid, Geegas (or all pipe dwellers) will not spawn if you are on top of the pipe. So I still need to implement that. More to come!
Zoomers somewhat working.
Просмотров 763 года назад
Been on break for a while. But thought I would get some Zoomers going. I still need to fix the climbing up the walls (instead of turning around edges). But the logic is basically the same. Just take my rotation logic and flip it for moving up walls. One surprising issue that I haven't overcome is the size difference in NES Zoomers and C64 sprites. In the NES world, everything is a nice 8x8 or 8...
Metroids are Coming...
Просмотров 1893 года назад
Metroid are coming to the C64. Hope to have some scrolling soon. They can move about, etc. Just not in this video. Been away for a while due to some stuff but things are moving along nicely. ;-)
Metroid Legacy #2
Просмотров 1164 года назад
Trying to fix my Zoomers. Crawling is messed up. Rippers are moving pretty well and can move in sub-pixels. Samus can run/jump/spin/etc. She's not finished yet but is getting close.
Metroid Legacy (C64)
Просмотров 1,9 тыс.4 года назад
Toying with the idea of creating a "Metroid like" game for the C64. I've drawn the tiles, chars and some sprites using CharPad and SpritePad. At the moment, I have a basic map system (any size up to 255x255 TILES) using 2x2 char tiles. Samus can run and jump with basic collision detection around 10 different points (head, feet, etc.). Still not 100% perfect but working pretty well. Animations c...
RunningProgramFAST
Просмотров 626 лет назад
Demo of my new Potpourri6502 homebrew computer. Sorry for any audio issues. Not really supposed to have sound. Also, not sure why the video is rotated!! Ugh. Supposed to be in landscape mode. Anyway, I may upload better versions later running more code.
Apple IIe VIA Demo
Просмотров 1217 лет назад
Just a simple animation showing an Apple IIe using a WDC 65C22 VIA. Still having some issues... :-/
Lame Arduino Game Console with AY-3-8912
Просмотров 5719 лет назад
Cheesy game console I am building using TFT display and AY-3-8912 PSG. Arduino core. :-). The song is Vampire Killer from Castlevania.
Vampire Killer on AY-3-8912
Просмотров 2 тыс.9 лет назад
Vampire Killer (MSX) playing on a AY-3-8912 controller by an Arduino UNO. Sorry about the low quality. Stupid phone didn't record in HD. Anyway, the VGM is streamed off the micro SD card through a shift register and into the AY-3-8912. The Arduino engine will be released as open source. Currently, it supports the AY-3-8912 and the SN76489. I plan on adding more chip support but I currently have...
SoundBoard VGM Player 3
Просмотров 28710 лет назад
Added 8bit shift register to save 5 pins. Going to add AY-3-8912 next.
Michael and I watching Never Ending Story
Просмотров 3514 лет назад
Michael and I watching Never Ending Story
very nice, can you have the code
awesome!
Whats going on here? RUclips just pushed this on me! How did it find out I dreamed of porting Metroid NES since I first played it in 87?
Well, it's been a long time coming for me. Just haven't been able to devote the time it needed. But I've had some recent breakthroughs in a couple different areas. One being scrolling. On real hardware, it's very smooth. 🙂
@@cbmeeks When I saw ChatGPT appear, I immediatly thought it would make lot of such projects fast forward.
Good to see more work on this. Take it all the way; I'm sure both the C64 community and Metroid community will praise your work.
As a Metroid fan I think, they will :) Looks awesome!
Please continue this 🙏 I always loved seeing it
Funny how things come full circle. I put this on hold for a long time and then, literally yesterday, I started working on it again.
Great! Keep up your good work... Dream is coming true...
I remember your username really well but don't recall from what specifically. Were you a fellow lemon64 user?
Yes, I was very active on Lemon for a long time.
@@cbmeeks That's awesome. Did you kinda get away from this project? It seems like a pretty daunting one.
@@takearushfan Yeah, other projects cut in line. However, I'm getting back into it this weekend.
Yes nice work amazing could it be complete?
This is looking super dope! Keep at it, I love it!
Yes!!! Keep going! F everything else, except the important stuff, of course ;)
Thanks. While it's not perfect, I let it run all night to see if they would get stuck. I have the speeds set too high for the most part which causes them to skip pixels. So when the speed is adjusted to be more accurate, it should be even more stable.
This looks beautiful! Good job:)
Even though there's not a lot showing in this video, I can see and appreciate the appeal it has. Your player can run and jump, following the layout properly. The enemy is smoothly animated, following its own rules. There's a lot of code going on here.
Yes please! For me this would be bigger than the Sonic release
Been following development for about a year or so and I’m still loving it. Keep up the great work, don’t listen to the haters!
Thanks for the kind words. I don't get to work on it much these days but I try and get to it when I can. I'm working on experimenting with REM support which would allow full screen scrolling really fast. Possibly making it an option (smaller screen without it).
Yeah, those zoomers are way to huge. :/
Yeah, I think they're too big too. I actually have others that I made a long time ago that are a little smaller. But I saw another C64 game (can't remember which) that had a creature just like that so I copied it because I liked it. But more than likely, I won't end up using it. What I need to do is draw a new one that fits the 16x16 pixels. But with the C64's "fat pixels" in MC mode, that's hard to do (I'm no artist).
WOIW! This is looking really good!
interesting work so far, looking forward to seeing the next step forward your next demo (guessing scrolling next? if you are using sprites then hit detection should be fairly doable as well -- flicker free multiplexing aside, which DOES have more complicated collision logic)
Funny you posted this comment. I had to put this project on hold for a while (work, other stuff, etc.) and literally started working on it again yesterday.
I can suply with music ^^ ruclips.net/video/PGT9GvNChnI/видео.html
Your work is fantastic. That'd be a great collaboration.
Synchronized pulsating... they're planning something
lol. Yeah, I got them bouncing around the screen, etc. There is actually a bug in my code. When they chase Samus, they are rapidly changing their X coordinates by one pixel back/forth. I was working on getting rid of the bug but it actually turned out to look good.
Went nowhere!
Not necessarily true. I just don't post progress anymore. A certain member has been following me on everywhere I post and causing problems. But the work continues. :-)
@@cbmeeks How does a persons post cause problems with development?
@@jumblejag6197 Well, when literally everything I do he comes along and constantly says that I know nothing and I should stop, etc. Really sucks the fun right out of it. It's kind of easy to find me online because I use the same nickname.
@@cbmeeks I love what i've seen so far
@@Nordischsound Thanks. Just need to get motivated again.
Looking good! Keep it up!
Cool! Do You know about Gamebuino console. Gamebuino is awesome! So many cool games,even Wolf 3D. So I want to make addon for that. 2 weeks ago i made AY-3-8910 .PSG file player(on my channel). My idea is make the same board but without buttons and display. It will be a small sized addon,that connects to Gamebuino's UART. Then i can modify games that they can send Serial.print("track name"). And it will play it! The same with sound effects in some games. But i want music because Gamebuino games have good sound effects,but sadly no music :( But toghether with sound chip i will make it TV console instead of portable. Because who want to hear amazing AY sound coming out of the little speaker?
I heard about it some time ago but forgot. It looks to be an amazing console. I agree, the AY is meant to be played through a good set of speakers.
Wow 😱
This looks absolutely phenomenal. I subbed just to see how this will progress.
I used to see your coding questions and stuff on the forums years ago. After you stopped posting, I wondered whatever happened to this project. Time definitely does fly when coding - especially if one doesn't have a deadline - but it's nice to see you're still at it.
Yes it does! Well, life gets in the way for most of us. At least it did for me. Wake up later and realize 15 years has past. lol. I've certainly been rejuvenated on this project. Plus, I'm a better programmer now. The key is organization and persistence. Which I hope to continue. I've gotten much further than my videos show. I don't want to post too many videos anyway due to Nintendo not appreciating fair use. Thanks for the comment!
Samus is looking really good, awesome to see this coming along.
Good job!! Keep it up!
A Dream coming true! Please keep up the good work!
Thanks. I've made some more progress including starting a new enemy system. More to come.
@@cbmeeks cant wait to see more, Looks realy promissing
That sounds great! is that a SN76489?
Yes it is. It was the first music IC I got to work with the Arduino. Funny thing is, I've been feeling nostalgic for that project and thought about starting it up again. :-)
Nostalgic about nostalgia :) I have no musical skills, so was thinking about getting something like a wav-trigger. Have you tried any of them?
No, I can't say that I have. What are they?
Did you document this project anywhere online, or provide schematics of your setup? I see the AY-3-8912 in the video, but I'm not seeing what's on the sub board that's connected to the Arduino. Crystal frequency, etc?
No, I haven't documented it online. I just have a basic description in my source code. There isn't much to it. The Arduino sends two bytes to the AY-3-8912 via a shift register. The two bytes are in the format of "command" then "data". I wrote a basic VGM player that streams VGM files off an SD card.
Hey. Is there a circuit?
Only in my head. :-( But, I could help you build one if you were interested.
Yes, of course it's interesting, I would like to solder myself such that I listen to music 8bit on chip 8912.
hi can you help me to use this chip for my project ?
Maybe. What do you need help with?
You're kind! If you look on my videos, I have built a computer from scratch, and I have this sound chip and I want to use it, but not sure how it works? In a basic way, how is the chip programmed? Thank you!
Well, that's a really deep subject. The chip is actually pretty simple to program once to figure out the timings. I haven't had a chance to watch your videos yet. What CPU are you using? Have you read the datasheet to the sound chip?
I am using my own CPU that I have designed :) it can be used to talk to the chip via IO ports. I have been reading the datasheet yes. Do you use facebook ?
I'm not sure how much I can help you if you're using your own CPU. Basically, all I did was just fiddle the bits at the right time. There's only 2-3 control bits you need to worry about. No, I don't use Facebook but you can email me at: cbmeeks [A][T] [G][mail][dot][com]
Lol why did someone dislike this?? This is awesome!
Thanks. :-)
Lovely stuff. Left you a question on WoS, which I will also leave here since I am curious. The crystal oscillator is for the AY chip? Which frequency do you run it at? Would suspect the same as the YM chip on the MSX in order to maintain pitch. And do I see wrong or you are mixing the three channels by adding them and using a capacitor to even it out?
Pretty cool!
You darn genius. What's the progress on the YM2612 one? And would making a tutorial be possible?
I've set my frequency generator to 1.7897725 MHz which is half the NTSC colorburst frequency. I plan on installing a simple ripple counter with a 3.58 MHz crystal and divide it by 2 when I finish the circuit.
I haven't figured out a way to improve the audio recording yet. Not without blasting the speakers and annoying the wife and kids. lol. Phone doesn't record the audio very well. This is using a shift register via an SPI bus which is shared with the SD card as well.
Thanks. I just need to clean it up a little and fix the SN76489 support. I've actually improved the circuit and the code since this example. No more weird defects. Sounds amazing and the code is good. I also switched the design to use a shift register via SPI to save some pins. So the SD card and the AY are using the same shift register. :-)
very nice, it will be great to get access to your source code!
Can't get my stupid phone to record better audio. Ugh. The speakers are actually very loud. Driving the wife and kids crazy. LOL. Might have to use a real video camera to record.
Also, sorry about the low quality of audio and video! Stupid phone said HD but oh well. Will try to get something better up soon.
_Smooth your scroll cbmeeeks! Video Response:_ Smoove yo scro on yo C Sixty Fo!
No hardware scroll just yet. Or, new map data but that is next. Found a much faster way to software shift the screen over. Almost looks playable without hardware scroll. LOL
Hey, are you still working on this game?
Yeah I have an Epyx Fast load. Believe it or not, it actually is loading faster with it. lol. Are the JiffyDOS eproms any faster? Would hate to damage my C64.
WHAT!, No JiffyDOS on that machine... :) Looks good, WAY more than I can do that's for sure.
i have been to clearwater beach on this boat . i got a pic of a dolphin not more than 6 feet away .... what an amazing place to visit .
this is pretty interesting. is this your own engine or the NES game engine, cuz i dont think the NES can rotate things like that.
10 minutes with iMovie and I had this. Not too bad!
what the hell is this?