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Releases: martinpiper/BombJack

VideoHardwareSDK 1.0.0.4

03 Jan 09:30
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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

13 May 14:49
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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

03 May 13:51
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Pre-release

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.