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Here are the first pictures generated by simulation.

The self-test screen was generated with the main CPU running, meaning that everything is working well enough for the main program to run, for all RAMs to pass tests, and for text to be displayed properly on the fix layer.
The graphics ROMs are reported as "BAD" because I edited the test code to only read the first few bytes in order to speed things up, so of course the checksums don't match.

The other two pictures were generated by loading the tilemap RAM with dumps from MAME save states, also in order to speed things up and check if all background layers are working without having to wait for the game to go into attract mode (hundreds of frames).

The titlescreen uses layer B for the blue background, and the fix layer for the text. Unfortunately the TMNT logo is made of sprites, so that's all we get for now.

The scene 2 screen uses all 3 layers, confirming that basic background rendering works properly. I'll have to check tile flipping and row/column scroll manually since I can't find any good test screen in the game.

The logic for sprites is already there but requires some debugging. That will be the subject of the next post :)

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Comments

Anonymous

This is great! I love the tricky ways you avoid waiting for glacially slow simulation too

Anonymous

Incredible! =D