also bonus version using the #Mega68k 64 color palette instead:
really can't complain about the quality of this one tbh since the texture uses mega drive colors
I mean I'm like 20% of the way there already with #Mega68k and I have an interest in osdev but the part that gets me is having to write drivers. If it's a VM I can just pipe stuff through the host
anyway im rapidly approaching the point where i say "fuck this" and just slap in a thread pool to bring the fps up to like 3-4k :|
speaking of which anyone have any recommendations for a C thread pool i can use? i dont wanna write one myself i had enough issues with pthreads on #Mega68k
im actually using 0xACAB1312 in #Mega68k's stdlib as a magic number in heap allocations done via the debug allocator so dumping the contents of the heap can show in what file and at what line allocations were made
i finally redid the way the framebuffer works in #mega68k so now you can just point the VPU anywhere in memory space and it'll read from there to get the framebuffer data
and by default the top 64k of the 256k RAM the system comes with contains the framebuffer
so i redid the way the framebuffer works in my #mega68k fantasy console so that you can use the 64k of framebuffer ram however you want, with whatever width, height, and number/location of pages, but still allowing for proper scrolling, shown here using a lovely *cough cough* xor texture test pattern
#mega68k #gamedev #retrocomputing #retrodev #fantasyconsole
Hi fediverse, I'm finally doing my much overdue #introduction post!
I'm a #GameDev with a decade of experience, having founded Kitsune Games in March 2013. I'm currently focused on #KitsuneTails, a queer platformer in the style of beloved classics where you play a kitsune on a journey through a land inspired by Japanese mythology. In the past I've released games such as Super Bernie World, MidBoss, and more.
I'm also working on a fantasy console called the #Mega68k, which runs on the Motorola 68000 CPU. Additionally, I create a series of videos called #CodingHistory, which explores how 3D techniques from the 90s worked. I also like programming language development and make a lot of toy languages that don't go anywhere, and am trying to liven up the #PLDev hashtag on mastodon.
You can find my games at https://kitsunegames.com/games, or find more information on Kitsune Tails at https://kitsunegames.com/kitsunetails. For Coding History videos subscribe to my YouTube to see them when they come out: https://youtube.com/@EnikoFox
#introduction #gamedev #kitsunetails #mega68k #codinghistory #pldev
@grue The goal for this toy language is to be a language with C-like syntax but with some niceties like struct instance methods and custom operators, with some of the design features of qbasic that make it easy to use. That being that everything is treated like a value type so there's no null and no memory management required (and garbage collection becomes trivial)
I'll probably also add pointers (since not having those in qbasic made life very hard sometimes) and the ability to add "inline-C" since it "compiles" to C
Oh and first class fixed point
The idea is this language could be used as a more beginner friendly language than C on the #Mega68k
learned about the double dabble algorithm from sebastian lague's latest video (https://www.youtube.com/watch?v=hEDQpqhY2MA) and decided to implement it in C# to see how it works: https://gist.github.com/Enichan/977c16027ff6ab22f25893093768249f
i'll be implementing this in the #Mega68k api because the motorola 68000 cpu can't divide if the result won't fit in a 16 bit register so my current int->string implementation which uses div/rem operations is limited to values from -655359999 to 655359999
given how slow divides are it's theoretically possible this approach might even be faster
#GameDev #RetroDev #RetroComputing #FantasyConsole #RetroGames
#mega68k #gamedev #retrodev #retrocomputing #fantasyconsole #retrogames
thinking a lot about how i might do an isometric game engine for my #Mega68k fantasy console the last couple days. tilemaps aren't amazing for isometric since they're all grid aligned, which looks wonky, but drawing *all* tiles using the framebuffer is slow
so i think a neat solution might be to draw the base "floor" as tiles and then anything with height could be drawn using the framebuffer
plus there's 2 tile layers so theoretically you could even have two "floor" planes at different heights 🤔
#mega68k #gamedev #fantasyconsole
Lately my thoughts have been consumed with making an Ultima 6 clone for the #Mega68k. Maybe I'll tinker with that? Idk so hard to decide
Hm. Not sure what I wanna do today 🤔 add clipping to the #Mega68k? Maybe one of my two programming language development projects? Start an entirely new project?
tweaked some stuff and i think this water effect on the #Mega68k #FantasyConsole is looking a lot nicer now
#GameDev #IndieDev
#mega68k #fantasyconsole #gamedev #indiedev
pretty happy with this water effect for That's A Moray. and it runs at 60fps!
#Mega68k #GameDev #IndieDev #FantasyConsole
#mega68k #gamedev #indiedev #fantasyconsole
i've imported my water map into my #Mega68k rom. and this one's different cause it's not chopped into 8 by 8 16 color tiles, this is just width by height 8-bit values
#GameDev #FantasyConsole
#mega68k #gamedev #fantasyconsole