I''ll try to solve this problem later, if I'll able to find its reason.
Search found 57 matches
- Wed Mar 11, 2020 3:55 pm
- Forum: Demos
- Topic: Sweet'n'Soft Waffles project.
- Replies: 19
- Views: 21505
Re: Sweet'n'Soft Waffles project.
- Wed Mar 11, 2020 12:52 pm
- Forum: Demos
- Topic: Sweet'n'Soft Waffles project.
- Replies: 19
- Views: 21505
Re: Sweet'n'Soft Waffles project.
The punching sprite finally have proper animation.
- Wed Mar 11, 2020 3:31 am
- Forum: Demos
- Topic: Sweet'n'Soft Waffles project.
- Replies: 19
- Views: 21505
Re: Sweet'n'Soft Waffles project.
Interesting... the BEX file has some background remaining around the character for some frames. When you stand still or jump, the character is surrounded by pink, but not when moving. I like the SBS character better - it's more cartoony, and fits the current background better than the more realisti...
- Tue Mar 10, 2020 11:12 am
- Forum: Demos
- Topic: Sweet'n'Soft Waffles project.
- Replies: 19
- Views: 21505
Re: Sweet'n'Soft Waffles project.
Thanks for nemezes, I use a newer version of engine now. The new sprite of fist and separate animation for attack in jump will be added later.
- Mon Mar 09, 2020 5:06 am
- Forum: Demos
- Topic: Sweet'n'Soft Waffles project.
- Replies: 19
- Views: 21505
Sweet'n'Soft Waffles project.
For this time I decided to create a South Korean criminal action doramu-themed mix of Mario Bros./Bubble Bobble/Snow Bros. - Nick & Tom/Tumble Pop/ R-Buster Heroes - like single-screen platformer and beat'em-up!, i. e. something like Funky Jet or Metal Savior . The sample I used as a base of my proj...
- Fri Jun 21, 2019 3:05 pm
- Forum: Demos
- Topic: WIP Fusion Zelda+Diablo for Sega Genesis
- Replies: 3
- Views: 7895
Re: WIP Fusion Zelda+Diablo for Sega Genesis
I suggest Fairix Dungeon name.
- Thu Mar 14, 2019 2:23 pm
- Forum: Blabla
- Topic: 68000 Arcade systems programming
- Replies: 14
- Views: 21791
Re: 68000 Arcade systems programming
Not so long time ago I disassembled Riot City (System 16) using internal disassembler of MAME debugger. But there is a some strange thing in main CPU program code rom disassembly - it remains a real code at least a little bit at the separate sections (003154~0034DE, 0035E2~0036C6, 0037CA~003C78, etc...
- Thu Mar 07, 2019 2:20 pm
- Forum: Blabla
- Topic: 68000 Arcade systems programming
- Replies: 14
- Views: 21791
Re: 68000 Arcade systems programming
You can keep an eye on KoF '94 disassembly reverse engineering process here. Maybe, many potential arcade romhackers would be able to find something interesting and useful for themselves there.
- Mon Feb 25, 2019 3:44 pm
- Forum: Blabla
- Topic: 68000 Arcade systems programming
- Replies: 14
- Views: 21791
Re: 68000 Arcade systems programming
But what is command bmi is?
I have never find such command in any M68k ASM guide I used.
Code: Select all
0330CE: 6B20 bmi $330f0
- Sun Feb 24, 2019 4:10 pm
- Forum: Blabla
- Topic: 68000 Arcade systems programming
- Replies: 14
- Views: 21791
Re: 68000 Arcade systems programming
I found the very strange string in the KoF '94 disassembly code (taken by the MAME debugger internal disassembler): 0330C4: 41FA 002C lea ($2c,PC) ; ($330f2), A0 What semicolon doing in the middle of instruction I quoted previously, before second operand designation? Is this code string auto-comment...
- Thu Jan 03, 2019 11:33 am
- Forum: Demos
- Topic: Silly little turn based test :)
- Replies: 13
- Views: 11035
Re: Silly little turn based test :)
I planned to use the QTE combat mechanic in the Bull's Hour project too, althouht QTE in my project had to remind the fighting scenes from Shenmue or Punch Mania arcade game rather.
- Tue Dec 25, 2018 8:55 am
- Forum: Demos
- Topic: Metal Blast 2277 - Sega Genesis / Mega Drive - FREE release!
- Replies: 60
- Views: 88214
- Sat Mar 17, 2018 2:03 am
- Forum: Demos
- Topic: Mega Fallout: Cassandra's Path
- Replies: 9
- Views: 9115
Re: Mega Fallout: Cassandra's Path
Meanwhile much less problematic way to realise the movement was offered to me: now it's need to hold direction and press B button to move (you can download new rom here).
- Fri Mar 16, 2018 3:04 pm
- Forum: Demos
- Topic: Mega Fallout: Cassandra's Path
- Replies: 9
- Views: 9115
Re: Mega Fallout: Cassandra's Path
I don't know. I don't know even if does BEX divide a variables by types.Chilly Willy wrote: ↑Fri Mar 16, 2018 1:46 pmIs it supposed to be __INTEGER_, __INTEGER__, or _INTEGER_? Compilers can be very picky about things like that.
- Wed Mar 14, 2018 3:52 am
- Forum: Demos
- Topic: Mega Fallout: Cassandra's Path
- Replies: 9
- Views: 9115
Re: Mega Fallout: Cassandra's Path
Well, what way to compute the coordinates of nearest (by the direction character going move to) cell center can you advice? You could add the width of half a cell to the x, y coordinates, and then shift right to translate that into cell coordinates. So, supposing the cell width is 16 px: HALF_TILE ...