Hi,
I have used the Unity3d GB Emulator code "UnityGB" as a base for my Emulator Suite "GameObj".
The original code drew the screen as a 2D texture on a single Quad surface.
I have rewritten / expanded the code to spawn a GameObject (Currently named by VRAM Location name)
At this point until I recode the naming scheme into a hash of its 1 - 4 shade pixel matrix, I will be doing this when I finish
coding "Scrolling". Scrolling X works in the forward direction, I am looking for a game that scrolls -X, Y, and -Y near the title screen to finish up the code.
With Forward X working Games with NO Scrolling / Mario and other games that only scroll +X are compatible,
so I have made 2 videos for Proof of Concept and to show I have created this concept and it works.
Info:
Each Tile in Each Game = It's own Unity GameObject!
What does this mean..?
It means each tile can be an polygon model OR a replacement texture.
If say a title screen has a group of tiles that make up a large logo, you can program the tiles so that if they are all on screen at once,
they spawn 1 Large Gameobject that is the entire logo!
Each tile can have its own LOGIC.
This means that little 83 tile can know what tiles its adjacent to (and shoot rockets at you, etc.)
This also means automatic game translation to any language can be added via APIs like Google Translation,
and replace text in real time! (Not yet implemented)
Ok, the TETRIS video is now finished uploading, so I can stop chatting and post!
Tetris: (Recorded 2 Days ago)
Mario Land: (Recorded 3 days ago)
Each tile is generated to display its Hex Offset in VRAM, only if no GameObject Prefab exists for it in the Resources folder.
If it DOES exist, for instance the [?] which is just my current placeholder is placed.
Note many bugs in the video's have already been fixed.
Stay Tuned!
- GameObj !!
I have used the Unity3d GB Emulator code "UnityGB" as a base for my Emulator Suite "GameObj".
The original code drew the screen as a 2D texture on a single Quad surface.
I have rewritten / expanded the code to spawn a GameObject (Currently named by VRAM Location name)
At this point until I recode the naming scheme into a hash of its 1 - 4 shade pixel matrix, I will be doing this when I finish
coding "Scrolling". Scrolling X works in the forward direction, I am looking for a game that scrolls -X, Y, and -Y near the title screen to finish up the code.
With Forward X working Games with NO Scrolling / Mario and other games that only scroll +X are compatible,
so I have made 2 videos for Proof of Concept and to show I have created this concept and it works.
Info:
Each Tile in Each Game = It's own Unity GameObject!
What does this mean..?
It means each tile can be an polygon model OR a replacement texture.
If say a title screen has a group of tiles that make up a large logo, you can program the tiles so that if they are all on screen at once,
they spawn 1 Large Gameobject that is the entire logo!
Each tile can have its own LOGIC.
This means that little 83 tile can know what tiles its adjacent to (and shoot rockets at you, etc.)
This also means automatic game translation to any language can be added via APIs like Google Translation,
and replace text in real time! (Not yet implemented)
Ok, the TETRIS video is now finished uploading, so I can stop chatting and post!
Tetris: (Recorded 2 Days ago)
Mario Land: (Recorded 3 days ago)
Each tile is generated to display its Hex Offset in VRAM, only if no GameObject Prefab exists for it in the Resources folder.
If it DOES exist, for instance the [?] which is just my current placeholder is placed.
Note many bugs in the video's have already been fixed.
Stay Tuned!
- GameObj !!