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IIgs Game Dev
United States
เข้าร่วมเมื่อ 27 เม.ย. 2022
Experimenting with retro coding and game development on the Apple IIgs computer using the Generic Tile Engine library.
Excitebike WIP (1/1/2025)
Build of the Excitebike ROM with basic functionality in place. The audio is slightly high-pitched and there has not been any work on the palette mapping, but the game is playable.
มุมมอง: 92
วีดีโอ
Three Layer Experiment
มุมมอง 92หลายเดือนก่อน
Full-screen scroll that blends three layers of data together. The static moon in the background is stored in Bank 0, the tile map rendering into the GTE code field, and the fog is combined with an ORA instruction.
SuperMarioGS (WIP) - Audio Work (2)
มุมมอง 257หลายเดือนก่อน
Basic implementation of APU emulation using the IIgs Ensoniq hardware. Counters/Sweep/Envelope implement for Pulse 1, Pulse 2 and Triangle channels.
Full secondary layer per-scanline offset support
มุมมอง 29หลายเดือนก่อน
Finished implementation of BG1 per-scanline offsets. The secondary layer can still be scrolled independent of the scanline offsets and BG0 scrolling and offset support remains intact.
Secondary background with per-scanline offsets in primary background
มุมมอง 21หลายเดือนก่อน
Secondary background with per-scanline offsets in primary background
IIgs APU Implementation vs. NES Emulator
มุมมอง 31หลายเดือนก่อน
IIgs APU Implementation vs. NES Emulator
Economy Mode
มุมมอง 77หลายเดือนก่อน
Test of an efficient rendering mode for the Apple IIgs NES runtime layer that maintains around 15fps at stock (2.8Mhz) speed. #appleiigs #smb #nes #coding
Ice Climber - Better Mirroring
มุมมอง 64หลายเดือนก่อน
An updated WIP of Ice Climber using the recent Horizontal Mirroring implementation. Significantly better than what was seen in th-cam.com/video/KalPgDANIaQ/w-d-xo.html
Horizontal Mirroring
มุมมอง 59หลายเดือนก่อน
First build that has the NES horizontal mirroring mode implemented. The video shows the entire coordinate range of the XSCROLL and YSCROLL registers. The illegal values of for vertical coordinate (240 - 255) and (496 - 511) are supported as well.
Compiled Sprites and Shadow Rendering
มุมมอง 50หลายเดือนก่อน
Sample showing the sprite stress-test with the new rendering mode.
Balloon Fight IIgs - Standard vs Dirty Rendering
มุมมอง 179 หลายเดือนก่อน
Balloon Fight IIgs - Standard vs Dirty Rendering
SuperMarioGS (WIP) - Audio Work (4) - Warp to World 8
มุมมอง 171ปีที่แล้ว
SuperMarioGS (WIP) - Audio Work (4) - Warp to World 8
*KansasFest 2023: Porting a Classic Game to a Classic Computer
มุมมอง 106ปีที่แล้ว
*KansasFest 2023: Porting a Classic Game to a Classic Computer
SuperMarioGS (WIP) - Audio Work (3) - Long Play (World 1)
มุมมอง 48ปีที่แล้ว
SuperMarioGS (WIP) - Audio Work (3) - Long Play (World 1)
This is not emulation, right? It’s a proper port to the Apple II?
@@sklegg Correct. It’s running the ROM code for game logic on the 65816 CPU and all of the PPU and APU functions are replaced with native code that provides a compatibility layer.
Amazing!
That is so cool! Well done.
Looking great, can't wait to try this out on my AppleSqueezer one day if you release it!
Amazing work, sir!
Thank you very much!