kl3mousse / seafighter

neogeo homebrew

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seafighter

This project started first as a fork of Neo Thunder game (see includes below), then finally integrating DatLib SDK more than building a game engine. Latest target it to provide a NeoGeo mode API that would simplify the various modes the NeoGeo is providing (Demo mode, Title mode, Game mode with all the possible variations a developer has to handle to have the game working on both Console and Arcade modes). Part (most) of the code comes from NeoHomeBrew and HPman.

The game is not working anymore, need to work on it.

https://img.shields.io/badge/buildpack-gcc%20for%20win10-blue.svg

Thanks to the neogeo scene (Sebastian Mihai, HPman, Furrtek, dciabrin, freem/AJ, Blastar, Vasiliy Familiya, Smkdan, Chris Covelln, city41, NeoHomebrew...) for the assets & examples :)

key programs

  • make (rom) # compile the whole
  • make Install # install for Windows
  • make gfx # rebuild Graphics
  • make fix_gfx # rebuild FIX rom
  • make clean # remove temp files
  • make play # launch MAME with Unibios 3.3
  • make play-aes # launch MAME in AES mode

todo / doing

  • AES game modes
  • MVS game modes

latest updates (latest updates first)

  • some doc about NeoGeo game mode functions
  • added bios for AES + some cleaning in project files
  • Demo/Title modes APIs ok (that was the easy part)
  • initiated a simple makefile (not expert of make automation, but at least newbies can understand)
  • started to break the whole thing to include DATlib from HPman. This requires to change the make/build process (wip). Fix & C1/C2 files build process OK.
  • added NGFX tool for sprites/graphic/fix editing
  • dedicated MAME hash setup in order to test as a homebrew Rom, not as a puzzledp clone. Unfortunately this now makes the Sound driver crash for some reason (to be fixed later)
  • now also compile in NeoSD format also as part of the make process
  • added 7zip and a zip version of MAME64 so that MAME is included. Now possible to test just by cloning the Git repo (dont forget to excecute 'run_me_first').
  • included own Sound roms (M1/V1) made with Neo Sound Builder: soon I can get rid off proprietary code from Puzzle De Pon
  • included Neo Sound Builder tool (from NeoBitz)
  • ability for player 1 to choose fighter when game starts
  • added XML content for MAME (thanks to Vasiliy Familiya)
  • added SRC folder for programs
  • removed all files related to NeoGeo CD. Focusing on AES/MVS only.
  • added "gfx" folder to store all bitmaps separately
  • MAME with NeoGeo Unibios added to be able to test
  • moved NeoDev as a library

includes and other dependancies

Questions

  • it this a game? I dont think SeaFighter repository will become a game. I will have to rename it to something like NeoGeo GameModes API.
  • is this a NeoGeo SDK ? no, just a library to create an abstraction layer between NeoGeo and your Game code for the Game modes. Hopefully it can work with the SDKs you know. I will work on it once (if) it works

functions defined in nggame.c

  • ngMVSGameInstallOnce(): run on MVS when the game is to be installed. Usually once per MVS, to setup high scores.
  • ngUserModeInit(): launched when User mode is set
  • ngDemoModeLoop(): called while Demo mode is running
  • ngTitleModeLoop(): called while Title mode is runnung
  • ...more to come

"NEOGEO" is a registered trademark of SNK Playmore Corp. All other company and product names used are trademarks or registered trademarks of their respective owners. The contents of this page are not authorized or licensed by SNK Playmore.

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neogeo homebrew

License:GNU General Public License v3.0


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