programming how-to?

m_bish0p

Over Top Auto Mechanic
Joined
Jul 5, 2002
Posts
858
Does anyone know where I could find enough info to make a 'how-to' for getting started with the neo?

I've been trying to find this sort of info for the neo for a long time now, and I just can't seem to come up with anything. I figure there are probably lots of people in my situation.

See, back when I was doing a lot of Z80 assembly for the original GameBoy, there was a site with simple step-by-step hot-to information. Like, 'How to write your first GB program, compile it, and test it'.

Then they might have a 'how to use 'MOD' files for sound with GB programming'.

I'm not going to write the next KOF, and I think a whole development kit is just too ambitious with my current schedule. But, taking the time to sit down, write 'hello world' in a sprite table, and display it, while doing a simple step-by-step how-to would be a good start, and it might be the starting block for a whole group of people to start writing homebrew games.

At least, with the GB, there was a really large community because they all wrote these sorts of things, and eventually, it was pretty easy to get into even the more complex programming.

Things I would like to cover would be:

1. What dev system to use.
2. How to use the 6800 cross compiler.
3. How to test with an emulator.

eventually, I'd like to do some hardware, so you could produce cartriges for your own games. That's pretty easy for NES, SNES and Gameboy at least.


So? Who has this info? Any links, blurbs, hints, ect... would be appreciated. Once I have enough, I'll start trying it out, and then put it into the how-to.

Everyone, of course, would get credit. I'm not out for glory, I've just found that writing that sort of document is often the best way to learn.

I've been a member of neobitz since it's creation, and I'm pretty sure nothing like this is there...or if it is, no one is answering my questions.

Thanks in Advance!
 

ToeJam

Marked Wolf
Joined
Aug 31, 2003
Posts
225
Bump

I know Vecktor Logic has posted here before.


He's made that MVS game Super Bubble Pop 2 or whatever it's called.

He should be able to shed some light on this information.
 

Razoola

Divine Hand of the UniBIOS,
Staff member
20 Year Member
Joined
Nov 12, 2002
Posts
4,662
Regarding the actual system spec, All the main info can be obtained from the NeoGeo MAME driver. That has basically everything needed. As for a 68000 cross compiler I can't help you there, I'm a pure ASM programmer and to be honest with the NeoGeo system speed pure ASM programming is probably the way to go, esp if you want many moving objects on screen.

Raz
 

ttooddddyy

PNG FTW,
Joined
Nov 29, 2001
Posts
8,335
This may be helpfull

http://arcadedev.emuvibes.com/project/#Files

There is some sprite info here

http://games.groups.yahoo.com/group/ArcadeDev/files/

As Raz said, look at the neogeo driver in the source code of mame, that would be a good start.

edit: for those who may not have a yahoo group account (theres not much else at the site btw)

sprite_info.png


******************************************
**** NEOGEO CART / CD SPRITE INFO ****
******************************************

Here's some useful info on sprites !

Have fun !

Fabrice
Homepage: www.illusion-city.com



|<x zoom>|
-----+--------+--- --
^ | 16 | |
| | . | |
-(y zoom+1) | | . | +-- STRIPa
| | . | |
v | 31 | |
position x,y----->+--------+- --
^ | 00 | |
| | . | |
+(y zoom+1) | | . | +-- STRIPb
| | . | |
v | 15 | |
-----+--------+--- --

GFX HARDWARE BEHAVIOUR :
========================

- What we call a zoom is in fact a reduction. XZ can be 0..15 which means a
strip can be 1..16 pixels wide. YZ can be 0..255 which means a strip can
be 2..512 pixels tall. (YZ+1)*2

- The parameter called "number of tiles" is NOT really the number of tiles.
It's rather the length of a clipping rectangle that wraps after block 15.
This clipping rectangle is NOT affected by y reduction. (DEMO)

- The first sprite has no clipping. NB is always 32 for sprite 0 (DEMO)

- If the size of a scaled down sprite is smaller than the clipping rectangle
specified the last line of the last displayed block is repeated to fill
unused space. So it's a good idea to put a blank block at start and end
of your sprite strips (DEMO)

- If the sprite 2 is a multisprite block, it becomes the top level priority
sprite. (Maybe a hardware bug?) (SAMSHO RPG)

- If both auto_anim4 and auto_anim8 are specified, auto_anim4 has priority
(SAMSHO RPG)

- In any multistrip block, the clipping value is the maximum of all
strips (BASEBALL STARS)

EXAMPLES :
==========

See image sprite_info.png

- 1 Y=256 XZ=15 YZ=255 NB=32
- 2 Y=456 XZ=15 YZ=255 NB=32
- 3 Y=256 XZ=15 YZ=84 NB=32
- 4 Y=456 XZ=15 YZ=84 NB=32
- 5 Y=256 XZ=15 YZ=84 NB=28
 
Last edited:

barf

Maxima's Barber
Joined
Aug 10, 2004
Posts
2,366
If you have faith you can wait for www.neobitz.com to be updated with the devkit. Else, do like Raz :) ASM is the way.

I do have 68000 assembly knowledge but that s all i got for the neo... it shouldn t be much more difficult to handle than segaCD though ^^
 
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