Hi
CosmicR(ike) !
Welcome to Yaronet's Forum ...Finally, you joined us !
So, it's good to see you here, and to read your posts ... since you arrived here, the other Dev. guys are posting more often...
it's a good point ...
I don't know if informations below can help you or someone else ...but it's a pleasure for me to share them with you
Ps:
Few years ago,
Raster/C. Doty (RasterSoft) released few Homebrew Demos ...
below two of them use map editor1/ a tech demo (Arcade Development Project) for a Game concept (work fine on FBA emu/Romset 'neoww2.zip')
:
WW2 AES DEMO Source (Big Map: 20x120 tiles /Vertical scrolling background;use TileSet+map to creat Background on One Plane +only one palette->16 colors concerning the TileSet (to creat BG with NeogeoMap! Arghhhhhh

)
->
Tile MAP Editor used:'tUME' (on MS-DOS/screen in *.PCX format). for use it now, Need probably to use DosBox!
OpentUME is a very flexible map editor. It was initially used to create commercial games for the SNES and Genesis.
http://wayback.archive.org/web/20101227180238/http://arcadedev.emuvibes.com/project/ tume PACKs, you can download it from here
http://games.greggman.com/game/tume___the_universal_map_editor/Files -> ZIP PACK: 'Arcade Development Project.zip' (Unvailable on the net !):
--------------------------------------------------------------------------------
The source code to an early NeoGeo test version of a game. file: ww2.zip
The graphics to an early NeoGeo test version of a game. file: ww2gfx.zip
The roms to an early NeoGeo test version of a game. file: puzzledp.zip
Tume tools is a collection of utilities to work with Tume and PCX files. file: tumetools.zip
Note: Missing in this pack, an iso for Kuk to test this demo on NGCD !-> attachment file, not yet available ... sorry for that
http://speedy.sh/uzxqF/Arcade-Development-Project.zip Additional links:
You can still get tUME from the internet archive database here:
http://web.archive.org/web/20070202064352/members.aol.com/opentume/html/download.htmlhttp://dbpedia.org/page/TUMEtUME (the Universal Map Editor) is a tile based map editor originally created and designed by Greg Marquez (aka Richard G. Marquez) and Gregg Tavares for the Commodore Amiga and later ported to MS-DOS by Dan Chang. It was used to create levels, maps, stages and tables for many 8-bit and 16-bit console games for the Nintendo Entertainment System, the Super Nintendo Entertainment System, the Game Boy and the Sega Genesis.
Arcade Development Central (Documents)
http://wayback.archive.org/web/20110101120041/http://arcadedev.emuvibes.com/ (Old) good stuff concerning Homebrew Dev. on various video games system
I found this nice site where you can find old tech.Notes for Neo Geo (and sprites docs as well), Neo Geo CD, CPS-1, IGS, DataEast (16 bit), and lot other systems.
2/ an other tech. demo for an other Game Project, named
'Frog Feast'-files (sources/tools) & tutorials are available here
http://frogfeast.rastersoft.net/NeoGeoCDSrc.html src + Tools +
Tuto, To create replacement screens under Mappyor
http://frogfeast.rastersoft.net/NeoGeoSrc.htmlhttp://neogeocdworld.info/NGPC/NeoDev-Pocket-LUCHO.zip You will find NeoDev compiler with Charles's Lib (routines.s) + other (too few) demo tests by Pocket Lucho (Spanish dev.)
Note: an important thing, Charles developped his own lib for Neogeo (ASM fonctions->'routines.s'),but also for CPS1 ,IGM/PGM, sega ...with similar syntax (very useful to port a game on consoles with different systems)
->
Tile MAP Editor used:'MAPPY' (on WINDOWS/screen in *.BMP format).
For example, here are some assembler functions for MAPs
* void FillTilemap(DWORD Dest, DWORD Width, DWORD Height, DWORD Tile);
* A0 - VRAM Location
* D0 - Width
* D1 - Height
* D2 - Starting sprite #
* void LoadTilemap(DWORD *Source, DWORD Dest, DWORD Width, DWORD Height, DWORD Tile);
* A0 - VRAM Location
* A1 - Map pointer
* D0 - Width
* D1 - Height
* D2 - Starting sprite #
* void SetupTilemap(DWORD y, DWORD Tile);
* D0 - TileY
* D1 - Starting tile number
Rike ...Regards,
Fred / FRONT!