This time 'round, I've got it rendering in both horizontal and vertical orientations, the plan being to develop both variations if practical - even if it means assembling both variations in their entirety and having them side-by-side in the same PROM image (after all, it's only 16KB of Z80 code!).
100% ASM rendering - horizontal and vertical orientations |
I'm still yet to decide the best approach for rendering in-game graphics, so for now I'll take the 'easy' way out, and maintain a copy of Donkey Kong's 1KB VRAM in Neo Geo RAM, and render from that every VBLANK (as the demo is doing now) until the best solution becomes clearer. I figure if I use macros to address the VRAM it'll be easier to adapt them to direct Neo Geo (and other platform) hardware accesses at a later date, as well as facilitating rotation of the display.
Before I get much further though, I need to step back and configure the linker properly, and I should also set-up the CD version as well rather than wait until the end. Regardless, there's a decent amount of code to port until I get anything at all to show for it, so probably not much to blog about in the next few weeks... although I am attempting to get the NGPACE hardware moving along...
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