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notes:spring2025:projects:mtb0

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MTB0

NOTE: this is a collaborative document between a couple of my classes this semester. That means more people editing. Be mindful that only one person can edit the document at a time.

Only task headings have been provided. You are not expected to know how to do the task given by just that description (although in some cases it can be adequately figured out). Instead, if no further information is yet present, ASK FOR DETAILS on the discord, then contribute that clarity here.

If something is present but needs polish: spruce it up.

If something is present but is incorrect: please fix it.

This is intended to be an informative, useful document that all can benefit from.

Those with prior experience, please be mindful not to gobble up all the low-hanging fruit from the newcomers.

Design your sprites / custom texture

Specifying Texture in XML

To get any textures into your cartridge other than the BIOS texture, you will need to add them into your .xml file
Adding textures will always follow the pattern of:

<textures>
    <texture path="FILENAME0.vtex" />
    <texture path="FILENAME1.vtex" />
    <texture path="FILENAME2.vtex" />
    ...
    <texture path="FILENAMEX.vtex" />
</textures>

When you go to use these textures in your code, the texture_id will follow the order of where they are in the xml, ie FILENAME0.vtex will have the texture_id 0
Note: In your directory you will have png files, not vtex, as they are an intermediate step between the files and the cartridge, so if you have 0_FirstImage.png, the xml will be:

<texture path="0_FirstImage.vtex" />

Selecting Texture

Vircon32 has built in functionality for working with any textures specified in the xml
To draw anything to the screen you need a few things:

  • Texture
  • Region
  • Location

The easiest portion to set up is the texture, as you only need the command

select_texture(texture_id);

where texture_id is the id of the texture you are using, which is determined by its position in the xml file

Defining Region

Defining a region is where assembly becomes much less simple, as in C one can use a variety of built in functions that handle everything, whereas in assembly we have to send the GPU every value ourselves

This looks like:

out GPU_SelectedRegion #
out GPU_RegionMinX #
out GPU_RegionMinY #
out GPU_RegionMaxX #
out GPU_RegionMaxY #
out GPU_RegionHotspotX #
out GPU_RegionHotspotY #

Once again with # corresponding to an immediate value or register containing the values we want to input

Selecting Region

Check for keypresses

Selecting joystick

Reading joystick value

translating read joystick value into X and Y

Playfield bounds checking

Vircon32 screen resolution

How to check if our sprite has reached a bound

How to limit our sprite from leaving the playfield

How to cause our sprite to wrap-around on the playfield

notes/spring2025/projects/mtb0.1738943390.txt.gz · Last modified: 2025/02/07 15:49 by cgrant9