Friday, January 27, 2006

X68000 Frog Feast Progress

I’ve made some initial progress on the X68000 version of Frog Feast.

The screen shows 2 16 color planes. I haven’t added the text plane or sprite plane. The text plane is next. Getting the graphics to work has been very easy. The CRTC seems very logical. It also reminds me of the FM Towns layout. Controlling the palette use on the layers is brilliant. The upper nibble of the lower byte sets the palette number. For example, a pixel of color 2 using palette 1 would be: $0012.

The biggest challenge is in getting GCC to output a correct header. I’m not sure if it is correct for all memory sizes, but the code starts at $355F0 (The header starts at $355B0). The initial PC is $355F4, since the atexit function is skipped.

The XM6 emulator is excellent, and supports many debugging features. The debugger isn't quite as good as MAME/MESS, but is still very useful. And, who knows when (or if) MESS will ever emulate the X68000.

Monday, January 23, 2006

X68000 version.

I will be starting a Sharp X68000 version shortly. I am waiting for my Sharp X68000 PRO to arrive from Japan within a month. I would like to have a version available for testing as soon as it arrives. I am looking for a way to create real disks of the game. If I can find a way, and there is enough demand, I will release a version for sale (through Older Games).    

IGS PGM version

I am in the process of finishing an IGS PGM (arcade machine) version which will be distributed free (with source). This probably will not work correctly on the real system, but will run fine under MAME. I still need to add music and sound effects. I'm hoping to have this finished up in a few days or so.