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Let's play tennis!

Here's few pics from Reality Tennis by TCH (pcb recently acquired by Dumping Union ). Game runs on blitter-based hardware, similar to Wheels&Fire , but more simple. Current emulation status: game playable with few gfx glitches and without sound. More great news - i have recently contacted Antonio 'Peluko' Carrillo - programmer and game designer of both Reality Tennis and Wheels & Fire . He has provided tons of usefull info about the w&f hardware and the game code. The first, big improvement is (a bit buggy) sound emulation. I'm going to rewrite the whole video hw emulation of w&f, and disable all hacks & precalculated zoom tables. Quite challenging, but worth the effort. Ok. Back to tennis:

Wheels & Fire

After looong break i'm looking again at Wheels & Fire from TCH. Game is running on custom, blitter based hardware (sprites + framebuffer layer with linescroll feature, and sprite-to-framebuffer rendering mode ). I have made a lot of changes/improvements lately, but there's still a lot to do: - proper image scaling - quite weird (close to hardware, i think) way to draw scaled images. for more details pls scroll down to the end of this post. - framebuffer (various problems) - sound - not emulated yet (2nd 68k + samples) Here's few pics from the game: W&F video hardware supports image scaling. For each image(sprite) to draw, there's a couple of parameters sent to the blitter: - screen cooridnates of image rectangle ( top left ad bottom right corners) _after_ scale transform applied, - source image cooridnates (only the upper-left corner, no info about the source dimensions), - two sets (for x and y scale) of magic parameters : da...