You can find it in my signature, or here's just the link:
http://www.smspower.org/Homebrew/Pong-SMSI'm thinking about making Pong on the GB to make all the Nintendo peeps happy, but while Z80 ain't hard (as proven by the game this thread is about,) I just don't get how the Gameboy works for the life of me.
(If anyone was ever to write tutorials for the GB which target WLA, I'd make out with you. Or at least give you a hug. Or a handshake. Or a thank-you. Yeah, prolly the last one.)
Can the SMS continuously read the Light Phaser's photodiode?
Had you found
http://www.stellae.fr/classicvg/ yet?
They've got two WLA-based demos and one SDCC-based one.
lidnariq wrote:
Had you found
http://www.stellae.fr/classicvg/ yet?
They've got two WLA-based demos and one SDCC-based one.
Thankya so much. I can't stand RGBDS, it seems like every piece of code I see written for it is always just...sloppy.
tepples wrote:
Can the SMS continuously read the Light Phaser's photodiode?
......Explain?
I'd guess tepples is hoping to recreate ZapPing for the SMS. Possibly with two axes, if the SMS lightgun doesn't have the same demodulator that the NES does.
What do you mean photodiode, though?
The light gun for all these older consoles is basically a one-pixel camera ... the sensor they use is a
photodiode.
From what I can tell of a document from SMSPower, the registers $7e and $7f can constantly be read for the pixel. Vertical (?) and horizontal, respectively.
EDIT: It seems not so, if you're trying to put a trigger on the screen...looks like the ports can only be read when the trigger is actually fired, from what the games that use it depict.
I thought SMS games went into a loop constantly reading the lightgun until it registered a hit, then checked the beam counter value at that position? (better than the NES that doesn't even have a counter) In any case you should be able to read its value constantly as far as I know.
Sik wrote:
I thought SMS games went into a loop constantly reading the lightgun until it registered a hit, then checked the beam counter value at that position? (better than the NES that doesn't even have a counter) In any case you should be able to read its value constantly as far as I know.
That sounds about right. You can read the trigger value all the time, but reading the coordinates of the gun is a different story; pretty sure they're only properly registered at a hit.
To be honest, I'm not the person to ask. If anyone is really curious about it, there's plenty of "enthusiasts" you can ask over at
http://www.smspower.org/forums/f3-Development
Update: although I did this a little while ago, Pong is on GitHub. Think the link in my signature is broken...
My main project now: Sudoku. Wish me luck. So far a bunch of random numbers between 1 and 9 are on a grid, just need to do things from there?
(The wonderful triple post, I know).
Anyone else had to deal with plain frustrating loss of data? As it appears my nearly finished port of this game to the nes has been destroyed. Great.
Whatever, I've been getting sick of Pong anyway. (I'll stop complaining now).
PROTIP: Daily backups to Dropbox help.
tepples wrote:
PROTIP: Daily backups to Dropbox help.
Daily backups anywhere help. I use Google Drive most of the time.
Aren't you using github? How did you manage to suffer a large data loss?
rainwarrior wrote:
Aren't you using github? How did you manage to suffer a large data loss?
It would probably help. In fact, it would most definitely help.
I'll keep the usage of github in mind. Usually my stuff doesn't go there until after it's all finished up, but eh, that's not exactly the purpose of git repositories anyhow.
I hardly ever do any kind of work without source control! It's so useful, especially the file history stuff, but continual backup is a great side-effect.
If you're looking for free private source control, I recommend:
assembla.com
rainwarrior wrote:
I hardly ever do any kind of work without source control! It's so useful, especially the file history stuff, but continual backup is a great side-effect.
If you're looking for free private source control, I recommend:
assembla.comThanks for the recommendation. I'm a good fan of GitLab though, with the only downside being that it's very linux-based.