![]() ![]() ![]() It's perfectly timed as well, in Vienna there is a TI meeting tomorrow. Is there any usage of the additional 2K of VRAM? The tiles seem to have more than 2 colors which is not supported by the TMS9918A. Which screen mode are you using for this? Afaik the Nes features a 30 character mode as well, which was added by Matthew to the F18A. Thanks for this update and the effort that went in. Use B during the game to turn the background on/off. Up is used for jumping and Fire is used for running. Testing and debugging is done in my own emulator, and the program has been verified to work on real hardware.The code is assembled using ralphb's Cross-Development Tools (xdt99).The music has been entered by hand from the sheet music into Mod2PSG2 and is played using Tursi's VGM compression and playback library.The graphics has been imported from the spriters resource and reworked in Magellan.The game physics is based on a guide found here, which has been a huge help.The programming is done in TMS9900 assembly language without use of the original source code.My current plan for this project is to make at least one fully playable level with sub-levels and all details of the original included. This is the development thread for my remake of the NES version of Super Mario Bros for the TI-99/4A with F18A video board. ![]()
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