Tuesday, August 28, 2007

DML 1.3 finished

Finally, after a good 10 months of development, the latest version of the DML library is finished.
It has tons of new features and extensions, here's a small list:

- All utility libraries merged into libcore.a (coremem/coredebug/corefile)
- Corefile library can mount directories and save files (WIN32)
- Corefile library has virtual harddrive commands (chdir, readdir)
- Blitters moved from DML to Coreblit (for better customisation/optimisation)
- Optimised blitter/memoryfunctions in X86 and ARM assembler
- New blitters: MIX25% / MIX75% / Darken / Lighten
- Full screen anti-aliasing
- Video rescaling options
- Soundstreaming

- New sprite functions: DML_CreateSprite, DML_ClearSprite, DML_DrawZoomedSprite, DML_GetBitmapFromSprite
- New primitive: DML_DrawBezier
- BMP Loader updated (fixed pitch handling)
- TGA Loader updated (interleaving, RLE decompression)
- SaveBitmap function works (WIN32), saves TGA
- Soundsystem updated (setvolume,setpanning,setfrequency,setmastervolume)
- WAV Audio Streaming
- DML extensions system
- Various minor bugfixes and cleanups

DML extensions included:
- JPEG Image loader
- MP3 Audio streaming
- Resource browser
- OpenGL bindings (WIN32)

This is only the tip of the iceberg... really a lot has happened since DML 1.2
DML1.3 is currently running in final testphase for a week now, so work on the ports has started.

expect a release within the next 2 weeks.

Tuesday, August 14, 2007

Random Status update

Just a random status update from me.
What has happened between last message and now:

- Made some final adjustments on the MegaChip emulator.
- Looked into convertion SuperWorm to the MegaChip (still in development).
- Did some development on an AstroDodge game and a demo for the CHIP8/SuperChip8
- Pixeled a logo for a possible slideshow (multiple platforms).
- Started work on a bunch of small games in DML that act as a sort of sketchbook for their implementations on classic systems (vectrex,coleco,2600,chip8). Basically it allows me to try out some gameplay ideas and see if they work.

Wednesday, August 08, 2007

First MegaChip roms released

Here is the first game release for the MegaChip8, called: "MegaBlinky".

MegaBlinky is a MegaChip update of the infamous Chip8/SuperChip8 Blinky game, written by: C. Egeberg.

The game includes a title screen, and high resolution color gameplay.

Also, to give you an idea of the capabilities of MegaChip8, a small twisterdemo has been released that features a Twisterbar demoeffect and background music.

You can grab both releases from the CHIP8 section of this website.

Tuesday, August 07, 2007

MegaChip8 Emulator and Devkit released!

An emulator for MegaChip8, as well as a development kit for the Chip/Superchip/Megachip (including examples) is now available from the CHIP8 section of the website.

SCHIP8 Release: SuperWorm V4

A new release at the CHIP8 section.

I've updated an existing SuperChip8 Game, WORM3 by RB.

The new updated features a new control scheme and better timing, so the game actually becomes more playable than the original.

Monday, August 06, 2007

Introducing Megachip!

While working on my chip8 emulator, i thought of adding a small extension to the chip8 language, that would allow for color graphics and sound.

So here it is: MEGACHIP8!

MEGACHIP offers:
- 256x192 resolution
- Downward compability (you can run your old CHIP/S-CHIP games)
- Indexed coloring (255 colors max + transparency)
- Fixed high-speed speed in megachip mode
- Extended I-register range (24 bit addessing, 32MB max)
- Update timing at ClearScreen
- Custom sprite sizes
- Digitised sound (mono 8bit)
- Ability to set collision color for collision detection

Megachip is a similar CHIP8 extension as done by Erik Bryntse in the early 90s (superchip) and is fully backwards compatible with the CHIP8/SUPERCHIP.

MegaChip is supported in my megachip emulator, and a development kit + examples for development of Chip8/SuperChip8 and Megachip8 applications is available on the website.