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Messages - tomaitheous

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1
Personal Projects / Re: Game-2014 (homebrew game for PC-Engine/TG16)
« on: August 24, 2014, 06:40:23 pm »
232 pixels for height, because some emulators clip the screen (and some older TVs too). Same for status bar, 56 pixels in height instead of 64.

2
Gaming Discussion / Re: Homebrew related stuffs
« on: August 24, 2014, 12:25:43 pm »
Thanks, man. I've gone real in depth on the graphics end, but I actually meant as an artist only. Once Pyron wraps up, and a few of my side projects, I hope to find some homebrew developers to work with.

 Ohh, so you're looking more towards the pixel art side and game design, rather than the coding part? If so, keep me in mind. I have other game engines that I plan to mature into releases as well (side view action similar to megaman-vania, one that's smb-ish platformer, and a shmup).

3
Personal Projects / Re: Game-2014 (homebrew game for PC-Engine/TG16)
« on: August 24, 2014, 12:05:45 pm »
What should appear on each of these?

Status bar: I'm thinking player health (bar, segments, etc), player magic bar, Enemy health bar (for the one you just attacked), enemy name (above it?), current gold, XP (number or bar), weapon/item for each hand, regular item to use (press select). If you can think of anything else. Something along those lines.

 The game has items, weapons/armor (that you can change out), EXP, gold, special items, etc. Toying with the idea of doing 'stamina' or and charge systems for special attacks. So that could go on the status bar.
 
 Item screen could show a list of armor/weapons to equip (maybe Ys style?), items for use, special items for story events, stats (hp/mp/str/def/mag-attk/etc), save/load. The item screen would be more of a mockup, since I haven't implemented items and different weapons yet.

 Also forgot: the game is using PCE low res - so 256 pixels wide on the item screen (for now, unless I find a need for higher res on that screen later on).

4
 Bonk series for for the TG16. It's the system mascot (for the US release, anyway). SMBs for NES and SNES got level editors. Sonics got level editors. 

5
Personal Projects / Re: Game-2014 (homebrew game for PC-Engine/TG16)
« on: August 24, 2014, 04:11:25 am »
the sprites look good, but the background looks like dragon warrior, ie, not bad per say but super simple. Is that a limitation or just not having put in anything that uses shading yet?

 They're just place holder graphics that I ripped from Arkista's Ring (NES). They're actually not even the correct ratio for some stuffs (trees. mountain/mounds, etc). I have some Secret of Mana graphics that I ripped (cave, forest, waterfall, town, etc). I was planning on using them, but been busy with coding. Except for Adol (which I just recolored from the NES game), the sprites I got from some open source pixel art site. Again, all are just place holders.

 A quick and dirty conversion of some Mana tiles..

to replace my existing dungeon/cave set:


 The restrictions on the BG stuff is (for now): 16x16 tiles, 15 colors each, 16 subpalettes of 15 colors (though more like 12-ish since I need some for the item screen/status bar), no more than 300 tiles per 'area', and 9bit color. So yeah, that image is no where near representative of what would be in the game. Which is why I made this post  :thumbsup:

 

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Also, counter questions:
How big should the items be?
No bigger than than 16x16

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What types of enemies? Do you have themes in this game?
Theme is fantasy. So anything that fits that.

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For the projectiles, yet again, how big?
the object itself shouldn't be bigger than 16x16.

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When you hit the attack button, will there be an attack animation?
Ideally. For right now, since I don't have any time - I was just gonna do a slash animation in the direction the player is facing (like strider)

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I really like this idea though. I would like to help if I can.

 For now, this is all just place holder stuff that I'm looking for (original, ripped, or modified-ripped). I don't even have game story/writer for this yet (among the list of people that I'm looking for). I put out a few wanted ads for a bunch of positions for the final project of the game, on a few forums, but I haven't received any inquiries yet. My plan is to show it off a bit, to gain some more attention/excitement.

6
Personal Projects / Game-2014 (homebrew game for PC-Engine/TG16)
« on: August 23, 2014, 04:35:22 pm »
Hey guys, I'm making an action-RPG game for the PCE/TG16. Old school style (over head/top-down).

 While I'm looking for some artists and people to help with the final project, I want to show off the game engine too. I have some lame-ish place holder stuffs/graphics.

 Anyone interested in making some place holder graphics for this 'demoing' of the game engine? Rip/modify whatever you want.
 
 I'll post requests of what kind of stuff I'm looking for here (and update the main thread). You'll get cred (end game credits for the finished one) for development if I end up using your stuffs in demoing/showing the game engine. These graphic assets are not final in game graphics. So you can rip and modify anything else for any other game.

 Here's an example of what I have so far for player and enemy sprites:


 Some specs: the game uses classic nes zelda style scrolling (screen to screen). The screen tiles are 16x16, and the screen size is 16x11. The player and regular enemies are 16x16 sized sprites. Larger enemies can be made.

 What I'm looking for so far:
 - items (money, crystals, etc)
 - different enemies
 - player sprites (different ones are fine). I was toying with the idea of having an second player option too.
 - enemy projectiles (whether they fly across the screen or not; could just be spears or sword swipes)
 - player projectiles (same as above)
 - enemy AI ideas/designs
 - player weapon/item ideas/designs. Falcom games are the influence of this homebrew, but there will be an attack button
 - dungeon/cave/town/house/outside tiles as well as maps designs.

 Immediate things that I need:
 - status bar design
 - item screen

 Are you border or looking for practice, or just wanna help out? Try your hand at any of the above. Any other ideas are welcome as well.

 Here's a screen shot of in game action:

^- the tiles aren't actually representative of what I want. The scale is wrong (i.e. those mountains, etc). I'm looking for something more proportional (Look at Zelda Alttp, or Legend of xanadu I, or Legend of Xanadu 2); https://www.youtube.com/watch?v=PQDUwDX2ysU


 Here's some specs to abide by:
 The master palette is 9bit. That means 8 shades for R/G/B elements. For editing (photoshop and such), I use RGB steps of 36. You can use the posterize function and set the levels to 8 to get the same effect/etc.
 Colors per sprite (16x16) are 15 colors. The PCE has 16 subpalettes just for sprites (separate from the BG).
 Colors per tile (8x8 hardware, but 16x16 for this game) is 15 colors (I'm reserving base color #0). There are 16 subpalettes for BG tiles.
 There is no tile flipping on this hardware. Only sprite cells can be flipped. That means you have to manually draw any flipped tiles.
 Sprites don't have to be limited to 16x16, but unless the enemy is tall or large - I'd like to keep most enemies at 16x16. I like that old school look.
 For now, only 8 enemies can be defined per screen (each screen has its own set).

7
Gaming Discussion / Re: Homebrew related stuffs
« on: August 23, 2014, 11:12:54 am »
There's a lot of talent and info here, and it's not specific to one console. That, and I think there's a cross over between demos/homebrew coding and hacking. It'd be nice to have something like that for homebrew/demo coders. Hackers could benefit from their pool of knowledge as well.

 Cool. I'll make a personal projects thread :)

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But I've got at least a year's worth of stuff backed up before I can make that move.

 Depending on your hacking skill and experience, you can learn from what games you've taken apart - about their engines, and replicate that on the homebrew side. Or at least get some ideas/starting points. I've done that myself.

8
Gaming Discussion / Re: Homebrew related stuffs
« on: August 22, 2014, 06:15:56 pm »
Action RPG. Old Falcom style, mixed with a little bit of Zelda/Neutopia (screen section scrolling, you swing your sword).


A copy/paste for spritesmind:
Quote
See here: http://pcedev.wordpress.com/2014/08/21/game-2014/


Basically, I'm looking for pixels artists for sprites, BG tiles, map/area layout artists, portait/cinema artists, and chiptune musicians. So that's four different graphic artist positions (doesn't need to be filled all by the same person).

I'm also looking for someone to write the game story creation and design (and dialog as well). I have a game engine that's maturing, and I rather spend my time/resource as the coder and project overseer, not the designer/creator. I had an idea of setting, direction, and style (fantasy, action RPG, old school Falcom style) - but rest is up the writer/creator.

I've haven't worked on a game project like this, so the plan is to do a small single 'chapter' in an old school Falcom style action-rpg setting. Small characters (16x16-ish), high color, NPCs, dialog, some questing, a couple of minor bosses and one final boss, ...equipment, items, EXP, and money systems, etc. I'm not sure I need another coder, but if anyone is interested in contributing code/logic/AI/etc wise - I'd be open to the idea as well. It's all assembly - no libs (all custom code - 65x based). The target platform is PC-Engine/TG16 hucard (cart) 8megabit.

I have some place holder graphics and will be showing off some of the game engine soon. If you're interested or know someone that might be interested - post on the link (or my email), or PM here.

9
Gaming Discussion / Homebrew related stuffs
« on: August 22, 2014, 04:44:01 pm »
I was wondering.. what about a sub-forum homebrew?

Also, I have a PCE/TG16 homebrew that I'm working on and looking for people (artists, musicians, writers, etc). Is there a specific place in the forums that I should post such a thread? Or is here pretty much the safe bet?

10
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: April 13, 2014, 12:03:09 pm »
The subs are just for the video. I was gonna subtitle the cinemas in game, but the game is getting an English dub.

11
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: April 12, 2014, 05:39:16 pm »
http://www.youtube.com/watch?v=JE-Wa4TByfU

 First draft fully inserted.

12
ROM Hacking Discussion / Re: How were original GB/GBC games developed?
« on: February 23, 2014, 09:43:39 pm »
One of the reasons why C and other high level languages weren't popular for consoles, is that the code generation was often larger than anything you did with assembly. That mattered quite a bit back then. Compilers were still rather unoptimized in the early to mid 90's (both code and speed). I would think the z80 would lend it self better to a C compiler than a 65x, but still, assembly isn't that hard. It's rather easy, actually. Macro's can help with consolidating code in the source file, so that it's easier to read - as well.

 That said, some Genesis games were coded in C, with assembly mixed in to speed it up. Ecco is one of them. But of course, 68k is very compiler friendly. Hell, coding in 68k asm is almost like a high level language compared to 65x asm - heh. 68k has got to be the easiest processor that I've ever coded for. It's almost a difficult task to write piss poor performance code for 68k.

13
ROM Hacking Discussion / Re: GB - when does Vblank-Interrupt occur
« on: February 23, 2014, 10:41:28 am »
The title says it all.
Please don't tell me something like this:
I just want to know about the normal Gameboy, I need to know after how many CPU-CYCLES a Vblank-interrupt might going to be fired up.

Thanks

 If you're working on emulator related stuff (writing emulation code), this site is probably not the best place for that info.

 That said, just look at what you posted. The refresh rate of the screen is ~59.7 times a second. That's ~16.75ms per frame (the total time a frame takes, including vblank). Vblank is listed as last ~1.1ms. That pretty much tells you all that you need to know.

 The active display is 144 pixels. 144+vblank = 16.75ms. Vblank is ~1.1ms. Vblank is somewhere between 10 to 11 scanlines in length (which sounds about right, from memory). Vblank is going to happen every ~70,256 master clock cycles or 17,564 cpu cycles (the master clock is 4,194,304hz. Since all cpu cycles are exactly 1/4 the master clock, most emulators and docs list the 'cpu cycles' in the 1/4 format). The start of the display is 0, the end of the display is 144 (start of vblank). So, assuming vblank is 11 scanlines long - the vblank interrupt is fired ~16,317 cpu cycles after the start of every frame.

 If you want better precision than that, you'll need to look at some emulator source code or talk to an emulator author that knows the gameboy.


EDIT: The GB/C cribsheet says the vblank time is 10 scanlines. So there you go. I suggest you get that cribsheet (GBCribSheet000129.pdf)

Description Frequency/Time 1x Clocks 2x Clocks
Horizontal Scanline Time 108.7 μs 114 228
V-Blank Period (10 scanlines) 1087 μs 1140 2280
Mode 10 19.31 μs
Mode 11 41.37 μs to 70.69 μs
Mode 0 with 10 sprites per scanline 18.72 μs
Mode 0 with no sprites per scanline 48.64 μs
CPU Clock Speed 4.194/8.838 Mhz 1,048,576/sec 2,209,715/sec
Horizontal Sync Frequency 9198 Hz
Vertical Sync Frequency 59.73 Hz 17555/frame 36995/frame

14
Personal Projects / Re: Megaman 1 and 2 for PC-Engine upgrade/hack
« on: February 20, 2014, 09:21:17 pm »
Right now, we are a team of 2 people working on this. A bit more stuff needs to be finished on the ASM side (it's getting close though), and once that's done - we'll be entering into phase 2.

 The second part will be to actually remake/re-imagine the game. Not just a re-skinned game, but a new version of MM1. When I get to this point, I'm probably gonna need to bring some more people in, on the team. I have a pretty good vision of the direction that I want this game to go, but the devil is always in the details - and so I'll need help tweaking the design and balancing the gameplay, etc.

15
:oMy god I'd like this to happen so much !
Someone "clean" (i.e. who isn't from RHDN) should really report them.

 If anything, I rather Nintendo NOT know about it. It draws unwanted attention to the rom hacking community (IMO). We're not seen as much of a threat, and I personally don't like the idea that... that we might be re-assessed as a whole ;>_>

16
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 20, 2014, 04:29:33 pm »
Pointing out bullshit or past history is not trolling. I love how people automatically think any harsh criticism or negative comments are trolling in today's online society. Trolling would have been me posting something along the lines of "This hack is shit" then saying nothing else just to get a rise out of all of you. I actually have no problem with the hack and thought it actually looked kinda cool. This thread was linked to me by friends that do frequent this site as a sort of "BTW did you see this?" sort of thing. I replied to simply point out what I thought was bullshit and to show there was a past history of it. I did not have to go looking for this, it came to me.

 Well, for one - this isn't a console modding site. So I don't see how any of that is relevant. Two, it didn't come 'to' you. You came here. What he posted here, has no relevance to your modding scene. You basically came here to attack his character. Him personally, and in public fashion. So yes, while you didn't 'troll' us - you are trolling him. If this was another console mod themed site, then you might have a more valid point. But this isn't, and this thread isn't about whatever beef you two have (or you have with him). And that the fact you followed him here,... ~is~ stalkish. Because you have no other interest here other than to confront him personally, and make him look bad in front of others on an unrelated subject. Yeah, that's not stalking or trolling..

 I'm not defending anything Drakon has done, nor did I know what he's supposedly done (or care). But I am pointing out your behavior. There's no 'hot glueing' in rom hacking (well, maybe in the metaphysical sense), and he's not reselling someone else's work or stealing credit for it (that I'm aware of). So... if that's all you came here for, and you don't plan on to contribute to anything on this site/forum, then well.. don't let the door hit your ass on the way out.

17
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 20, 2014, 02:52:31 pm »
I dunno, comes off as a little stalkish/trollish...

18
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 20, 2014, 02:22:57 pm »
Skips: Did you come here/sign up, ~just~ for this thread???

19
Can't speak to Nintendoage but GBAtemp is none too fond of repros either. Be it in the ROM hack, unlicensed multigame or clone game world.

 Apparently Nintendoage is all about selling rom hacks as repros: http://www.nintendoage.com/forum/messageview.cfm?catid=5&threadid=93324

 My jaw about dropped to the floor, that no one even questioned whether this was a good idea or morality, etc. Hell, people were taking pre-orders before the thing was even finished, let alone much to even show off of the game (and there are better SMW hacks out there); rom/ips is still private . One guy mentioned that SMWC (or whatever that place it called), would be pissed. That was about it. I've known Guntz from Sega-16, so this really surprised me. Not just repro, but limited edition versions as well. A limited edition 'rom hack' on a cart, sealed? WTF is wrong people? If Nintendo every caught wind of that, I'm sure his ass is going to court. Morality aside, the risk isn't worth the reward (and he's advertizing this on other forums now, not just Nintendoage).

20
Personal Projects / Re: Megaman 1 and 2 for PC-Engine upgrade/hack
« on: February 20, 2014, 09:35:20 am »
Thanatos-Zero: Thanks for the info. I'll try to get in contact with him.


Update:


Did a new power meter system. Gone is the old two columns of sprites, replaced with a single 16pixel wide column. For regular weapon, the bar represent all health, but when any other weapon selected - then the bar is split (the transparency mesh, behind the bar, helps you see it better). It's all direct pixel work, with some acceleration (tables). It takes one full scanline to draw it and transfer it to vram (455 cpu cycles), so fairly lite on the cpu. Cuts down on the number of sprites in the table, as well as the horizontal sprite bandwidth. There's going to be an icon at the bottom of the bar, to show which weapon is selected. The colors and graphics for the bar aren't final; that's just a WIP place holder.

 I'm working on upgrading the tilemap routine as well. Originally, I was going to do straight 8x8 pixel maps for the rooms with no 32x32 metablocks, but that bumps up the space from 64bytes to 2048bytes per room/segment. Not a big deal for cart (hucard version), but space can get pretty limited for 256k of the CDROM (I'll probably end up doing level loading anyway).

 I'm thinking I might just extend the 32x32 meta tile map format to 16bit entries. I figured, I can do a 16k decode table that will give me sixteen 8x8 tiles ~all~ with unique subpalette tags. That's enough for about ~630 32x32 decode blocks. Each 8x8 tile in the decode block would be 9bit (512 tiles to access) and subpalette will be 4bit (16 subpalettes to access) - all bitpacked to cram it into the 16k block. Each level will have its own 16k decode table. And the room map will only increase in size from 64bytes to 128byts. The downside, is creating a converter app for this :/

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