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Creating a C64 emulator in GameMaker - Part 5


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#1 Mike.Dailly

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Posted 30 January 2015 - 10:18 AM

https://www.yoyogames.com/tech_blog/99

 


In this part, I'm going to start looking at sprites, and see if there's anything I can do in order to display "something" so I can better see games running. The simplest thing to do, is to just display a blob, but before we do that let's look at sprites in general.

 

The C64 can have 8 hardware sprites, and each sprite is 24x21 pixels in size. They're such an odd size because by making them this size, it means they'll take up 63 bytes, and this in turn gives it a nice boundary for the hardware to render from (a sprite shape every 64 bytes). The first 3 bytes make up the top row, while the next 3 row 2 and so on...


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#2 stainedofmind

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Posted 30 January 2015 - 05:30 PM

Still loving these.  Keep up the good work!


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#3 RujiK

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Posted 30 January 2015 - 08:09 PM

Dang, the complexity here is making me feel dumb.


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#4 KanoWinsFlawless

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Posted 31 January 2015 - 03:30 PM

Made an account just to congratulate you! Great read!


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#5 7ravenstudios

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Posted 03 February 2015 - 11:03 AM

Mike you will release the emulator at the end ?


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#6 Mike.Dailly

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Posted 03 February 2015 - 02:42 PM

I might put it up on the Marketplace for sale or something..... I don't know yet.  I do intend on doing a multi-channel synth sound system (based on the SID chip) for GML to do retro effects with, and a .SID music player so you can play actual C64 music in, but I'm not sure what I'll do with the emulator itself yet. It can never be perfect, but it's certainly fun and educational to play with, and I love the idea of doing "enhanced" versions of old games, where you emulate the game logic, but draw everything using standard GML sprites/tiles etc.


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#7 PoweredByC0ffee

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Posted 03 February 2015 - 03:26 PM

MIKE MIKE MIKE MIKE, guess what day it is!. oh wait thats tomarrow...

 

 

anyways, keep up the great work!


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