Here's a screenshot to provide an example of this, using ported code to display the tiles from the music selection screen:
Much of the detail from the music select screen is missing, because it also makes use of sprites, which are currently unsupported by the framework.
To summarize the components of the port, the following 68k code has been ported to C++ in order to reach the above stage:
- Routines to setup palette ram
- A new text routine to blit text with a height of two tiles to the text layer (this displays the Select Music By Steering text string)
- The routine which decompresses a tile map from rom and outputs it to tile ram
- The routine to update tile hardware on a vertical interrupt
And the framework itself emulates the following:
- Tile Layers
- Text Layers
- Palette Hardware
So we're getting to a stage where basic routines are coming along nicely. The final ported C++ code is more readable and far more concise than the original assembler.