Scrolling Marbles, Fire Track ROM

Friday, 6th January 2006

Fire Track

Prompted by a PM from evolutional, I rebuilt a working-ish version of Fire Track.

Download

Keys should be fairly self-explanatory; hold down button 1 and 2 as the ROM loads to get access to a cheat screen. Of course, you'll need an emulator; Emukon is a highly advanced, but suprisingly fast emulator (fast in that it lets me run GG ROMs at full speed on an old Pentium PC).

I will be uploading all the source and tools in a zip at some point so you can experiment with some of the other features if need be.

Marble Madness
I started work on a 4-way smooth scrolling tilemapper last night for use with the Marble Madness project (for the main view) and have come up with a fairly simple, but sufficiently fast mapper.

4_way.gif

The GIF is a little wasted as the level is only 128 pixels wide, and on a 96 pixel wide display this doesn't give much room for showing off the smooth x-scrolling. Having never written a mapper like this (only basic, slow horizontal scrolling and vertical scrolling, never together) it was quite an experience, but not as hard as I'd thought.

I have cobbled together a basic editor that allows me to edit the map, and that takes a folderfull of GIF files and exports a binary sprite resource file. Hooray RAD with C#!

editor.gif

It looks like I'm going to need a lot of sprites... sad.gif

As for this crashing and burning - Fire Track failed because of my absolute lack of music skill; also, the game was too hard to be any fun.

Marble Madness is just a set of ideas; I'm not comitted to it (hence no "official" announcement to any TI people, kv83!)

Lost my Marbles

Thursday, 5th January 2006

First up, happy Christmas (or "Seasons Greetings" to the politically-correct amongst you - I've never heard this supposed "Happy Holidays" said in this part of the world, and in any case the word Holiday seems to indicate religious goings-on in any case, so we'll be having none of that PC rubbish wink.gif).

Back to the Z80
Having spent a week away in Normandy, marooned from the world of the Intarwebs and PC, I have come up with a potential new Z80 project. I had my Game Gear with me (naturally) and one of my games was the most excellent Game Gear port of Marble Madness:

cart.jpg

The game is simple if you do not know it; you must guide a marble through an obstacle course to the finish in under a certain time. Various tricky level design elements and enemies make this a hard task. The world is presented in an scrolling isometric 3D view.

The Game Gear is not an especially powerful platform; the Z80 runs at ~3MHz. The TI-83 Plus runs at 6MHz (an underclocked 8MHz Z80). Of course, the Game Gear has the bonus of hardware-accelerated smooth-scrolling (which is how we get super-fast games like Sonic on it) but Marble Madness has fairly simple basic scrolling; vertical smooth scrolling on a TI is cheap, and horizontal smooth scrolling only needs to go one pixel at a time for Marble Madness - we can't do much about that apart from bitshifts, but a pixel/frame isn't asking for too much.

notes.jpg

In a bizarrely well-organised move I ended up taking along a pen and paper, and ended up making a bunch of notes on how to construct a Marble Madness engine.

Graphics
For this game, it all boils down to the way the graphics are presented to make or break the gameplay. They need to accurately convey the illusion of a 3D world, whilst at the same time being handled internally as very primitive - we can't do CPU/memory expensive things like treat the world as a true 3D model and have a 3D isometric engine.

Also, the limitations of the display and LCD driver of the TI-83 Plus need to be taken into consideration. The TI-83 Plus is equipped with a 96x64 pixel monochrome LCD. It is accessed through the use of a driver chip on ports $10 and $11. As it is monochromatic, a single byte represents 8 entire pixels. The physical display is 12 bytes wide and (there are 64 rows); in reality it is 16 bytes wide, but normally the 4 bytes are off the edge of the display. It can be set into a special 6-bit mode where each byte only covers 6 pixels; the 6 pixel columns are squashed up to give us a 16-column display, but this is only really useful if you are, say, using it for a 6x8 font (the TI-OS uses this mode for the text-mode screens).
For this reason, horizontal scrolling is cheap; you can just change the byte offset as you copy to the buffer to scroll up and down. However, horizontal scrolling requires (expensive) bit-shifting. Not only that, but the display operations have to be timed using inefficient loops (push af \ inc hl \ dec hl \ pop af is common - there is no accurate timing hardware) else it decides to do useful things such as jump into 6-bit mode. The whole TI graphics system is very sluggish.

The low resolution needs consideration; the Game Gear Game relies on clean, large, colourful graphics. I will have to drop the resolution down so that you can see a decent region around your marble; and can't afford to use effects such as dithering which make the display unclear (the display is quite blurry).

Here is a sample course (thanks to Maxim for producing the map):

lvl_1.png

To fit it on the TI, I have decided to halve the resolution. If I kept the squares as tightly packed as in the Game Gear version, this would result in 4x4-ish tiles - mucky, cluttered and ugly. To remedy, I shall have to expand the tiles to double their visible width/height; so a single tile in my version would cover 4 tiles on the Game Gear version. The levels would have to be adjusted (in the image above, the tile blocks at the top are arranged in 3x3 grids; I shall probably go for 2x2 grids of my larger tiles, or just go straight to 1x1...

The way I intend to handle the levels would be to split them up into their individual parts;

  • Background - this would be a simple 2D tilemap, made up of 8x8 tiles with a fast smooth-scrolling engine. This is rendered, then the marble/enemies are copied on top of it.
  • Heightmap - this is a sort of 2D map of the 3D world, where each point has two values - a type (flat, steep slope, empty space, goal...) and a relative height. This would be used by the physics engine to handle the movement of the marble around the level.
  • Depth map - this is a sort of copy of the 2D tilemap, but only contains special masked copies of the tiles on the tilemap, together with a depth (z-index). This way, when the ball is drawn the tiles that it is convering can be checked. If the corresponding tile in the depth map is closer to the user, it is redrawn, concealing part of the ball. For example, see the railings in the picture of the level above, or any of the large holes. As most of this layer will be empty, it could be RLE compressed fairly succesfully.

Other things, such as animated sprites or dynamic parts of the level, would be handled separately. For example, level 2 has this tilty thing:

tilt.png

It tilts up and down. For this, a special large sprite could be rendered, and the 3D heightmap in memory adjusted as required.

I'd be interested to hear any thoughts/ideas/pointers on my methods...

Intelligent macro-matching, VS icon nicking

Thursday, 22nd December 2005

Brass has got a new macro preprocessor, that hopefully makes the work of people writing things like the macro-driven TI ASM API easier, and will generate less redundant code.
TASM only supports simple find-and-replace macros; so, for example:

#define draw_sprite(x,y,sprite) ld a,x\ ld b,y\ ld hl,sprite\ call put_sprite

draw_sprite(10,43,my_sprite)
; Generates the following:
 ld a,10
 ld b,43
 ld hl,my_sprite
 call put_sprite

draw_sprite(a,43,hl)
; Generates the following:
 ld a,a ; Rubbish!
 ld b,43
 ld hl,hl ; Not going to work...
 call put_sprite

Brass, however, supports more intelligent macros - like this example shows. It will switch between a variety of different macros, depending on the arguments passed in.

Latenite is still in development - nothing particularily visible, barring the new tooltips and worrying familiar icons.

Business with the Z80

Monday, 12th December 2005

I have been pretty busy with Brass and Latenite over the last few days - Latenite has had a few little adjustments/improvements/fixes, but also has a few new holes in it which means that it is unsuitable for release. I'm adding the ability to hook help files to projects rather than each project being loaded with every help file - this has the extra bonus that Brass will be able to compile help files straight from the source, which will then be reloaded on each build by Latenite.

I did something unheard of over the weekend as well - I read the SDK manual for the TI-83 Plus. Mainly because I was trying to work out how some of the function calls worked, but also the stuff they talk about with regards to applications (as opposed to programs - applications fill multiple 16KB pages of ROM on the calculator, programs are variable sizes and are copied to RAM location $9D93 for execution) was pretty interesting - and it sounds pretty nightmarish! I'll download some of the application development tools, see if I can puzzle them out and then try and recreate their behaviour in Brass. It's yet another output format - Brass can, with the .binarymode directive, switch between a number of binary output formats, including TI calculator formats (TI-73, TI-82, TI-83, TI-83+, TI-85, TI-86), raw binary and a number of hex text files (Intel, Intel word address, MOS technology and Motorola).

I'd never really understood how the LCD display driver worked on the TI-83 Plus, and the SDK documentation was pretty useful - even though I still can't quite work out why the X axis goes from top-to-bottom and the Y axis goes from left-to-right. It turns out direct access to the LCD can produce some very fast results... (and the world's worst greyscale):

ti_tunnel.gif
Download binaries for TI-83/TI-83 Plus [Ion/MirageOS]

Yes, yes, I have a little 'something' about 3D tunnels.

It lives!

Monday, 5th December 2005

A public release of Brass has been released... it can assemble some rather nasty Z80 code (TASM macro-abusing code, that is!) fine. Hopefully people can start finding the parse errors, or just complain at the horrible colour scheme of the manual.

And why did nobody tell me you could access the LSB/MSB of IX/IY through IXL/IXH/IYL/IYH before?

@kwijibo: You can use a Latenite beta if you take this file then unzip this file on top of it. It is almost entirely data driven - all Z80 registers (that I knew about) and flags (likewise) are hard-coded (but not Z80 instructions).

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