Afternoon peeps.
Seems like a nice place here so thought I'd share my current Neo Geo project progress with you.
Current status is..
* Original code about 80% disasassembled. There is some really odd shit in the latter part of the ROM which feels like it's BS, so I might actually be further than I thought
* All sprites ripped ( re-using Shinobi conversion code )
* Setup tile ripping pipe line for levels and general tile maps
* Most tile maps found, titles, FBI, character pages, ending, player select etc. etc. etc.
I've since started a fresh code base and begun pulling in code from the original, while also making some better adjustments to my sprite / tile display code.
The below screen is an interesting one. The system 16 tiles are 8x8 and 8 colors. The below image uses 16 grey scales, so to manage this it implements two tile maps on top of each other. The "proper" way I guess would be to composite the image then convert it to something using less sprites and c rom. But, I like to get shit done, so instead I've left this using two layers. Just makes things simpler. ( yes I'm fully aware I've not set the background color yet
)
Anyway, now I've got a stack of assets it's time to start getting to the nitty gritty. First port of call is the Attract Loop. Why? Because this is the first thing which is run by the code, so makes sense to start from there and branch out to each of the elements as I go.
And here we are so far... not much I know, but it's a good starting base.
Seems like a nice place here so thought I'd share my current Neo Geo project progress with you.
Current status is..
* Original code about 80% disasassembled. There is some really odd shit in the latter part of the ROM which feels like it's BS, so I might actually be further than I thought
* All sprites ripped ( re-using Shinobi conversion code )
* Setup tile ripping pipe line for levels and general tile maps
* Most tile maps found, titles, FBI, character pages, ending, player select etc. etc. etc.
I've since started a fresh code base and begun pulling in code from the original, while also making some better adjustments to my sprite / tile display code.
The below screen is an interesting one. The system 16 tiles are 8x8 and 8 colors. The below image uses 16 grey scales, so to manage this it implements two tile maps on top of each other. The "proper" way I guess would be to composite the image then convert it to something using less sprites and c rom. But, I like to get shit done, so instead I've left this using two layers. Just makes things simpler. ( yes I'm fully aware I've not set the background color yet

Anyway, now I've got a stack of assets it's time to start getting to the nitty gritty. First port of call is the Attract Loop. Why? Because this is the first thing which is run by the code, so makes sense to start from there and branch out to each of the elements as I go.
And here we are so far... not much I know, but it's a good starting base.