« on: February 12, 2018, 11:29:28 pm »
You'll have to ask slidelljohn, for the password to that RAR file. He was pretty helpful in trying to understand how VRAM, DMA, and stuff works, but unfortunately I couldn't fix the C++ to make it assemble the tiles correctly how an emulator would do it. (The graphic is loaded in 2 separate routines, and I manually arranged the tiles through tedious work). I'm not sure how many graphics are loaded this way, but it looks like maybe Flammingle also may render this way. slidelljohn was pretty upset when I said that I was going to ask for donations for updates to the program (a statement I later retracted), since it was taking up a lot of time and I spent many nights up until 6AM coding.
Unfortunately, I'm not a computer and the code gets pretty complicated. I have tried trial&error method, trying to mimic what the hex is doing by shifting bytes and address locations, but so far it hasn't worked. His suggestion that the second part is at 0xCA00, rather than 0xC800, means I need to do something for those last two tiles. bitwise-shift? increment the address variable by 0x200? I think understanding how this DMA/OAM stuff works would be a huge leap in programming this game. Even Redguyyy suggested inner-core needs to be re-written. Problems like this is what he was talking about. Also, for most objects like energy tanks, 1-up, etc. everything needs to be set manually (palette info, assembly info ,etc.), rather than read automatically from the HEX.