Releases: martinpiper/BombJack
VideoHardwareSDK 1.0.0.4
The releases have been updated with new conversion tools and demonstrations sources in VideoHardwareSDK 1.0.0.4.zip
This includes source for the Arkanoid style demo:
https://www.youtube.com/watch?v=-aE-3CVW_vo
Video Hardware
This project contains C64 code that interfaces with the user port 24 bit address and extension video hardware in this project: https://github.com/martinpiper/BombJack
Prerequisites
Source: https://github.com/martinpiper/C64Public
Source: https://github.com/martinpiper/BombJack
Release: https://github.com/martinpiper/BDD6502/releases
Release: https://github.com/martinpiper/ImageToBitplane/releases
To build and run
To convert the artwork assets used in the demo. This does not need to be run every time, only when the assets are changed. Run:
* assets\convert.bat
* assets\convert3.bat
To build the code, execute tests, and run one of the examples by running one of these:
* BuildIt.bat
* BuildIt3.bat
* BuildIt3Anim.bat
Map editor
The map files in assets*.tmx and *.tsx use this editor: https://www.mapeditor.org/2020/04/14/tiled-1-3-4-released.html
* The map needs to be expoerted as an image, which is then converted into tile data using convert.bat
Menu->File->Export as image: assets\map.png
Editing tests
Tests for this projects are authored with BDD6502, which is a framework built around Cucumber that executes readable test cases.
To open the editor, run: FeatureEditor.bat
Credits
Code:
Me :)
Artwork:
https://opengameart.org/content/rpg-town-pixel-art-assets
https://opengameart.org/content/colored-16x16-fantasy-tileset
https://opengameart.org/content/cloud-set
https://www.spriters-resource.com/arcade/arkanoid/
Music:
https://modarchive.org/index.php?request=view_by_moduleid&query=188017
VideoHardwareSDK 1.0.0.3
Video Hardware
This SDK contains the minimal set of files needed to build, test, and execute emulated video hardware that uses 5V TTL chips. These chips were common in arcade machines before the 1990s and were used to create all manner of customised effects.
Currently this SDK requires Windows and Java 1.8 or better to run. Notably the assembler is C64\acme.exe and this is a Windows specific build.
This SDK contains sources and some built assets from these repositories:
* https://github.com/martinpiper/C64Public
* https://github.com/martinpiper/BombJack
* https://github.com/martinpiper/BDD6502/releases
* https://github.com/martinpiper/ImageToBitplane/releases
To build and run
To convert the artwork assets used in the demo. This does not need to be run every time, only when the assets are changed. Run:
* C64\VideoHardware\assets\convert.bat
To build the code, execute tests, and run the example game. Run:
* C64\VideoHardware\BuildIt.bat
Documentation
Documentation "README.md" files for each component are located in each sub-directory.
VideoHardwareSDK 1.0.0.2
Video Hardware
This SDK contains the minimal set of files needed to build, test, and execute emulated video hardware that uses 5V TTL chips. These chips were common in arcade machines before the 1990s and were used to create all manner of customised effects.
Currently this SDK requires Windows and Java 1.8 or better to run. Notably the assembler is C64\acme.exe and this is a Windows specific build.
This SDK contains sources and some built assets from these repositories:
* https://github.com/martinpiper/C64Public
* https://github.com/martinpiper/BombJack
* https://github.com/martinpiper/BDD6502/releases
* https://github.com/martinpiper/ImageToBitplane/releases
To build and run
To convert the artwork assets used in the demo. This does not need to be run every time, only when the assets are changed. Run:
* C64\VideoHardware\assets\convert.bat
To build the code, execute tests, and run the example game. Run:
* C64\VideoHardware\BuildIt.bat
Documentation
Documentation "README.md" files for each component are located in each sub-directory.