Frank the Fruit Fly

PM development, programming, hacking and all that fun stuff.
VirtualChris
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Re: Frank the Fruit Fly

Post by VirtualChris » December 18th, 2018, 05:31

I still want my questions answered about what to do once I reach 64k. But I guess I never will since hardly anyone appears to be interested in this. Yet still I work on it. Glutton for punishment? I don't know. Here's some trees.
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scyther
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Re: Frank the Fruit Fly

Post by scyther » December 18th, 2018, 11:11

I guess you must start to do some kind of bankswitching, but dunno. I never did look close at PM programming....

zoranc
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Re: Frank the Fruit Fly

Post by zoranc » December 18th, 2018, 17:50

It depends if you need this (above 64K) space for data or for code. For data there is a bank register that decides which page you are in. For code it is more complicated - there are two registers, you load the shadow one and then during a next/jump instruction it is copied into the real one. But it is important to keep in mind that the code addressing is somewhat different - the lower 32K is shared among all pages (the banking doesn't influence it at all so to say). And the banking registers are choosing the bank only for the higher 32K. That way you can call subroutines in the lower 32K from each bank with a short 16bit call/jump.

Sorry about the silent reaction to your game, but I think most people here are not that interested in the pokemon franchise, also the "pokemon party" stile is not very attractive for most. To be frank the party game is the one I personally hate. Also the "pichu bros" one - I don't think I even tried that one (and I have like 4 copies of it), I just heard it is similar to the party one...

VirtualChris
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Re: Frank the Fruit Fly

Post by VirtualChris » December 19th, 2018, 02:01

This isn't part of the Pokemon Mini party game I was doing, this is a totally new game.
Is there a code sample for what you described? I want to use the extra space for code and data. Can I do that?

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YasaSheep
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Re: Frank the Fruit Fly

Post by YasaSheep » January 26th, 2019, 10:06

How have you gone over 64K? You can craft tiles that are more reusable, which will cut things. This has been done in professional games in ways where it's not so obvious. It's pretty interesting to watch YouTube videos about it. If it's music I'm not too sure.

I don't think any of the games I made broke 64k unfortunately. I appreciate that you keep working on them! It's definitely a low activity community though, I haven't popped in in months. (Haven't been using IRC or forums at all... :c)

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RazorLeafAttack
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Re: Frank the Fruit Fly

Post by RazorLeafAttack » February 14th, 2019, 21:38

VirtualChris, is this game in a state to be shared on the Homebrew page? I see the file linked in the original post, but see you mentioned working on it more since then. I recently got mod privileges so I could add it there for you if you want.

On a side note, I think your banana screenshots looked quite nice. Please take this as constructive criticism, not as an insult to you or your game, but some of the later shots you shared looked a bit crude, in my personal opinion.

On thing that could really elevate the game graphically would be use of shading, not just dithering. Like in the samples on the homebrew page. 4-color one for reference: http://www.pokemon-mini.net/games/4-color-demo/

I have no idea how difficult this is to accomplish, but it could really adds to the game graphically.

VirtualChris
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Re: Frank the Fruit Fly

Post by VirtualChris » February 15th, 2019, 01:34

@ wa - I haven't gone over 64k yet, I'm right now at 27k, but since I would like a great adventure game here, I'd need to learn what to do once I get over that mark. I also need to learn about game saving as well. Does the Ditto MINI have saving capabilities?

@ RazorLeafAttack - I'd like the game to be on the homebrew page, but list it as a WIP since I am still working on it. I downloaded the 4-color demo but it doesn't look very good in Pokemini.

zoranc
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Re: Frank the Fruit Fly

Post by zoranc » February 15th, 2019, 12:58

VirtualChris wrote:@ wa - I haven't gone over 64k yet, I'm right now at 27k, but since I would like a great adventure game here, I'd need to learn what to do once I get over that mark. I also need to learn about game saving as well. Does the Ditto MINI have saving capabilities?

@ RazorLeafAttack - I'd like the game to be on the homebrew page, but list it as a WIP since I am still working on it. I downloaded the 4-color demo but it doesn't look very good in Pokemini.
Would you rather develop in assembly or in C? Do you need more than 64k for data, for code or for both?

DITTO mini has the ability to write to it's own flash. It might be dangerous in multicart setting as one can overwrite the whole flash memory... Not sure if that's what someone will call a saving capability, though.

More than 3 colors doesn't look good on the device, this is the reason mist games are 3 color ones... The reason for this is the frequency of the screen update. The highest possible is 36 FPS, thus if one has alternating graphics it would be 18 FPS. That would allow for alternating black and white state of a pixel hence the third color. Flickering is noticeable bit still bearable.

VirtualChris
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Re: Frank the Fruit Fly

Post by VirtualChris » February 15th, 2019, 13:17

I'd like more than 64k for both data and code.
Right now I'm making the game using assembly.

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RazorLeafAttack
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Re: Frank the Fruit Fly

Post by RazorLeafAttack » February 15th, 2019, 23:59

@Virtual Chris - I'd definitely encourage you to consider doing the 3 color palette - much better looking than the higher number of colors per zoranc's comment, and much cleaner looking than the harsh black and white.

Is the version from 6 months ago in the first post the most current version/the version you'd like up on the homebrew page?

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