My Project : Super Papi Commando + SuperDan

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Kannagi
Posts: 100
Joined: Sun May 11, 2014 8:36 am
Location: France

My Project : Super Papi Commando + SuperDan

Post by Kannagi » Fri Jun 07, 2019 9:28 am

Hi, I introduce my two current projects a bit
For Super Papi Commando, it's a game on Mega Genesis by Vetea, and as we are friends, he asked me a portage of his game that I accepted.
It is a Run and Gun.


Screen test :
Image
So 9 people in total and I manage up to 30 bullets
The maps are compressed for example a map 1024x1024 pixel takes 2KBytes (whereas in raw it takes 20 KBytes)
When I talk about a map it's BG1 + BG2 + Collision / tag
I can handle up to 2048x2048 pixel (or 1024x4096 etc etc )

there will be mode 7 and transparency too

Level tools I had to do a lot of taff on the maps, I use Tiled, but a version a little complete to manage the BG / prio / collisions / tag and enemies!
it gives that:
https://image.noelshack.com/fichiers/20 ... -tiled.png

Video demo :
https://www.youtube.com/watch?v=aQfCtHMnIJ0

For my second project you probably know that it is often said "the SNES is not made for shmup", so I thought of trying a manic shooter ;)

screen :
Image
Here is my demo :
https://www.youtube.com/watch?v=U7sojtvTYpg
https://www.youtube.com/watch?v=2O58LjmtuSI
I manage 100 bullets here, during my last demo, bullet / player / enemy collisions go up to 65% maximum
But I can still optimize some parts, but I think that's enough, the AI ​​of the enemy will be simple.
The common point of these two demos (see 3 if over counted on old project here : https://www.youtube.com/watch?v=nQ6wKROnWGQ ).
It uses the same engine, I think put it on GitHub for those who want to have a game engine + tools.
It manages well A-RPG, Run and Gun, shmup, of course the platform and other type of game (RPG/other) should not be a problem :)

I also finalize my own sound driver, the advantage is that it will be light (it leaves 50kbytes Sample and SFX), there is a converter xm / it / mod to SNES, the transfer will be fast (it has a transfer of 20kbytes / s), and its use simplify maximun (indicate juster the track and sample to load then play).

For the demo of Super Papi
A : shoot
Start : pause
select : relive

For Super Dan:
A :shoot
B: laser
X: change of type bullet
L / R: up / down weapon
select: invincible

Thanks for reading me :)
Attachments
demo.zip
(128.76 KiB) Downloaded 241 times

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Señor Ventura
Posts: 88
Joined: Sat Aug 20, 2016 3:58 am

Re: My Project : Super Papi Commando + SuperDan

Post by Señor Ventura » Sat Jun 08, 2019 5:23 am

100 bullets is a nightmare, good to see you working on that.

Good work! :D

Kannagi
Posts: 100
Joined: Sun May 11, 2014 8:36 am
Location: France

Re: My Project : Super Papi Commando + SuperDan

Post by Kannagi » Sat Jun 08, 2019 10:20 pm

Thank you !
Yes that's a lot, I had to optimize a lot to display + collisions ;)

I hope that I can finalize an internship to give an overview in real conditions.

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Señor Ventura
Posts: 88
Joined: Sat Aug 20, 2016 3:58 am

Re: My Project : Super Papi Commando + SuperDan

Post by Señor Ventura » Sun Jun 09, 2019 6:20 am

Kannagi wrote:Thank you !
Yes that's a lot, I had to optimize a lot to display + collisions ;)

I hope that I can finalize an internship to give an overview in real conditions.
In fact, it was the problem with the gradius III: too much hit boxes for collisions. And look its perfomance (and it was the big konami with its big resources), so, do not feel yourself too pressed trying to do it working well, we know that is not easy ^^

Kannagi
Posts: 100
Joined: Sun May 11, 2014 8:36 am
Location: France

Re: My Project : Super Papi Commando + SuperDan

Post by Kannagi » Sun Jun 09, 2019 7:08 am

I'm not worried , all the collisions are tested.
I don't have a lot of CPU% (35-40%), so I'll have to pay attention to the rest for animation, AI / Pattern and bomb

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Señor Ventura
Posts: 88
Joined: Sat Aug 20, 2016 3:58 am

Re: My Project : Super Papi Commando + SuperDan

Post by Señor Ventura » Sun Jun 09, 2019 12:51 pm

Kannagi wrote:I'm not worried , all the collisions are tested.
I don't have a lot of CPU% (35-40%), so I'll have to pay attention to the rest for animation, AI / Pattern and bomb
You mean 60/65% of DMA time?, then these are too many KB's for animations/background there XD

Kannagi
Posts: 100
Joined: Sun May 11, 2014 8:36 am
Location: France

Re: My Project : Super Papi Commando + SuperDan

Post by Kannagi » Sun Jun 09, 2019 12:56 pm

No, I'm talking about CPU time without VBlank
For ROM / RAM-> VRAM transfers, I created a priority system that calculates the transfer rate to send or not during the VBlank (otherwise, it sends to the next frame, etc.)

Kannagi
Posts: 100
Joined: Sun May 11, 2014 8:36 am
Location: France

Re: My Project : Super Papi Commando + SuperDan

Post by Kannagi » Sun Jun 09, 2019 11:35 pm

I finally integrate enemy collisions + explosion

I now have to find an easy way to do the pattern + a level x)

Screen:
Image
Video :
https://www.youtube.com/watch?time_cont ... CmEH4isdjw

(I think I'll soon reach the 128 sprite ah ah)

Kannagi
Posts: 100
Joined: Sun May 11, 2014 8:36 am
Location: France

Re: My Project : Super Papi Commando + SuperDan

Post by Kannagi » Wed Jun 12, 2019 11:59 am

I put you my last demo, I changed the bullet, reduced the hitbox and I finished the collisions of the laser

Image

The Y key allows you to revive enemy ships, (but the function is not optimized, so do not worry about the% CPU that suddenly increases when you do it)
Attachments
SuperDan.smc
(512 KiB) Downloaded 229 times

hoit
Posts: 21
Joined: Sun Dec 24, 2017 10:16 am

Re: My Project : Super Papi Commando + SuperDan

Post by hoit » Sun Jun 16, 2019 2:33 am

Hi !

You said in first message that you think to put your engine on github.
When do you think to do it ?
I will be happy to see what is the complexity to use it and its capabilities :)

Kannagi
Posts: 100
Joined: Sun May 11, 2014 8:36 am
Location: France

Re: My Project : Super Papi Commando + SuperDan

Post by Kannagi » Sun Jun 16, 2019 11:53 pm

I don't know when, I'm in no hurry, I don't think many people will use it.

Because it's an engine that uses ASM and WLA-DX so it's special.

After that I must also put some codes examples and a little doc so , it takes time too

93143
Posts: 1104
Joined: Fri Jul 04, 2014 9:31 pm

Re: My Project : Super Papi Commando + SuperDan

Post by 93143 » Mon Jun 17, 2019 6:26 pm

I'm interested.

I may not actually use it (my project is pretty specialized), but it's always good to see other people's approaches to similar problems.

secondsun
Posts: 8
Joined: Tue Jul 31, 2018 9:37 am

Re: My Project : Super Papi Commando + SuperDan

Post by secondsun » Tue Jun 18, 2019 7:53 am

I'm interested as well. I've been using other people's SNES projects to test some WLA developer tooling I've been playing with.

Also, I'd love to chat with you sometime to discuss your workflow, problems you had developing your game, etc so that I can make tools to help with those.

hoit
Posts: 21
Joined: Sun Dec 24, 2017 10:16 am

Re: My Project : Super Papi Commando + SuperDan

Post by hoit » Tue Jun 18, 2019 10:35 am

Today, we do not have a lot of choice of engine for SNES without beginning from scratch.

PVSneslib seems to be a good way but miss improvements these last years.
If your engine is enough generic to create games, it could be an alternative or more a complement (because of C code).

Kannagi
Posts: 100
Joined: Sun May 11, 2014 8:36 am
Location: France

Re: My Project : Super Papi Commando + SuperDan

Post by Kannagi » Wed Sep 25, 2019 2:52 am

I added the animation bullets + a Raiden style bullet
https://www.youtube.com/watch?v=Z8H7UVa_M6E

For my engine, I intend to make a github that will bring together all my work :
-the source code
-the sound driver
-Tools (including conversion of Tiled + map compressions)

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