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PostPosted: Fri Jun 07, 2019 9:28 am 
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Joined: Sun May 11, 2014 8:36 am
Posts: 94
Location: France
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/2019/23/5/1559908589-1557138696-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 :)


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PostPosted: Sat Jun 08, 2019 5:23 am 
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Joined: Sat Aug 20, 2016 3:58 am
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100 bullets is a nightmare, good to see you working on that.

Good work! :D


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PostPosted: Sat Jun 08, 2019 10:20 pm 
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Joined: Sun May 11, 2014 8:36 am
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Location: France
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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PostPosted: Sun Jun 09, 2019 6:20 am 
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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 ^^


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PostPosted: Sun Jun 09, 2019 7:08 am 
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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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PostPosted: Sun Jun 09, 2019 12:51 pm 
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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


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PostPosted: Sun Jun 09, 2019 12:56 pm 
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Location: France
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.)


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PostPosted: Sun Jun 09, 2019 11:35 pm 
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Joined: Sun May 11, 2014 8:36 am
Posts: 94
Location: France
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_continue=2&v=_CmEH4isdjw

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


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PostPosted: Wed Jun 12, 2019 11:59 am 
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Joined: Sun May 11, 2014 8:36 am
Posts: 94
Location: France
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)


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PostPosted: Sun Jun 16, 2019 2:33 am 
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Joined: Sun Dec 24, 2017 10:16 am
Posts: 16
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 :)


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PostPosted: Sun Jun 16, 2019 11:53 pm 
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Joined: Sun May 11, 2014 8:36 am
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Location: France
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


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PostPosted: Mon Jun 17, 2019 6:26 pm 
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Joined: Fri Jul 04, 2014 9:31 pm
Posts: 1060
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.


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PostPosted: Tue Jun 18, 2019 7:53 am 
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Joined: Tue Jul 31, 2018 9:37 am
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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.


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PostPosted: Tue Jun 18, 2019 10:35 am 
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Joined: Sun Dec 24, 2017 10:16 am
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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).


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