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Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)

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#1 2014-08-16 11:02:46

Registered: 2012-12-21
Posts: 132

Second reality improvements

Well after my ugly 2ND demo, i'm improving it a bit.

Left-right, top-down:
-Making waves with the scx reg, now there is no trash on screen.
-"Rotozoom", made using a set of tiles (4x4 pixels) that rearranges each frame to form the next image (really smooth).
-Bouncing 3d body, made using 36 sprites to produce an animated 3d body.
-Final movie: this is just a movie showing the final ship from the original demo, about 12 FPS.

Also included the asm code for highcolor image of whatever it is:

The water scene (just a BKG for the moment):

And a plasma made of 4x4 pixels (smooth):

I need to add a lot of frames to the animations and some more scenes...

Last edited by Mills (2014-08-16 11:04:27)



#2 2014-08-16 20:44:06

a cat
Registered: 2014-07-27
Posts: 98

Re: Second reality improvements

sorry this is unrelated to your project(which i would like a download link to)
but you look experienced in gameboy programming.

do you use the  gameboy map editor and tile editor and if so
do you know how i can import more than 1 tile into the map editor?
would rely help there's Hardly any info online (that i could find)

also can you please explain what the difference between a tile and sprite is?

a cat in need of knowledge!!



#3 2014-08-18 07:14:33

Registered: 2014-06-17
Posts: 122

Re: Second reality improvements

It looks really nice!



#4 2014-08-19 10:50:14

Registered: 2014-07-06
Posts: 20

Re: Second reality improvements

Hey! looking awesome



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