Search found 57 matches

by Tomahomae
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.

Chilly Willy wrote:
Wed Mar 11, 2020 1:58 pm
Still got pink frames, though. :D
I''ll try to solve this problem later, if I'll able to find its reason.
by Tomahomae
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.
S&SW v0.1.rar
(121.21 KiB) Downloaded 277 times
by Tomahomae
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...
by Tomahomae
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.
S&SW sketch.rar
(121.16 KiB) Downloaded 275 times
by Tomahomae
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...
by Tomahomae
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

Chilly Willy wrote:
Thu Jun 20, 2019 6:06 pm
Call it - Zeldablo. :D
I suggest Fairix Dungeon name.
by Tomahomae
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...
by Tomahomae
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.
by Tomahomae
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?

Code: Select all

0330CE: 6B20                     bmi     $330f0
I have never find such command in any M68k ASM guide I used.
by Tomahomae
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...
by Tomahomae
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.
by Tomahomae
Tue Dec 25, 2018 8:55 am
Forum: Demos
Topic: Metal Blast 2277 - Sega Genesis / Mega Drive - FREE release!
Replies: 60
Views: 88214

Re: Metal Blast 2277 - WIP - Sega Genesis / Mega Drive

SegaTim wrote:
Sun Dec 23, 2018 3:39 pm
The project is completed. I am looking for a publisher for release on cartridges.
Congratulations! Good luck with a publishers finding!
by Tomahomae
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).
by Tomahomae
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

Chilly Willy wrote:
Fri Mar 16, 2018 1:46 pm
Is it supposed to be __INTEGER_, __INTEGER__, or _INTEGER_? Compilers can be very picky about things like that.
I don't know. I don't know even if does BEX divide a variables by types.
by Tomahomae
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 ...