I am especially impressed at how the PC version has the sound effects cut out the music, and how it seems to use the same OAM cycling code (as seen when frogs overlap).
For inquiring minds, I've made screenshot maps of the "front" and "back" sides of the game world (spoiler alert). Sprites/labels aren't included, and neither are the post-boss ending areas (mostly so I don't waste any more of my Saturday ). Mapping the void area was an interesting challenge, but once I figured it out (on paper) it was pretty intuitive. I chose to display it the way I did because I felt it presented the "architectural" part most contiguously.
I think I've found everything in the demo (within bounds), but I'm not quite sure.
If I was doing a simple mapper with Flash, I would want to include a 74HC139. I like that part because it can provide 2 chip enables, for $5000-$5FFF and $6000-$7FFF. Relocating the mapper register allows the flash to be writable. Yeah it'd be another part on the board, but wouldn't it be much nicer to program the carts before shipping, instead of before building them? Plus being able to save data, and use a bootloader.
I guess you mean DIP only?Memblers wrote:I was looking on Digikey lately and 512kB flash cost is [...] Cheaper than 256kB, even.
Code: Select all
part number 1x 10x 100x SST39SF010A-55-4C-NHE $1.18 $1.13 $0.86 (PLCC) SST39SF010A-70-4C-WHE $1.16 $1.30 $0.99 (SOP) MX29F200CTTI-70G $1.45 $1.32 $1.15 (TSOP) SST39SF020A-70-4C-NHE $1.61 $1.54 $1.18 (PLCC) SST39SF020A-70-4C-WHE $1.67 $1.60 $1.22 (SOP) SST39SF010A-70-4C-PHE $1.69 $1.63 $1.24 (DIP) SST39SF040-70-4C-NHE $1.79 $1.72 $1.31 (PLCC) SST39SF040-70-4C-WHE $1.89 $1.81 $1.39 (DIP)
https://twitter.com/koitsu2009/status/5 ... 8808736768
https://twitter.com/koitsu2009/status/5 ... 5247085568
I haven't provided visual indicators or a legend describing what doors go to what other doors, where the lizard suits are, or what the hint blocks/columns say. I can see from your maps I've missed a few rooms (I recognise them / have been to them but didn't get screenshots of them). I also haven't used the codes he gave us to go to some of the areas we normally can't reach.
If you want the full map (Twitter seems to resize + convert/recompress), it's available here (pick "Download / Direct Download" in upper right of Dropbox): https://www.dropbox.com/s/0zjfnmjzr9yn5xv/m.png?dl=0
Be sure to note that rainwarrior will possibly be moving some stuff around + changing things before final release,
Here's my "official" map of the demo: http://lizardnes.com/downloads/lizard_demo_map.png
I almost hate to post my version of the map. I really love to see especially how people piece together the VOID ZONE. I don't remember promising a native map viewer... but if I hit the open source stretch goal I'll share all the tools I used to make the game, of course.
Has Krikzz finally updated the EDN8 mapper to support larger ROMs? Last time I checked it only supported 4 banks.rainwarrior wrote:256k BNROM is widely supported, including implementations on PowerPak and Everdrive N8.
I too like the simplicity of this mapper, and while it may look difficult to have your engine access data from different banks, it isn't all that complicated. I solved this mostly by putting the data and the code that uses that data in the same bank, and the main engine only gets the final results. This is often done with music (i.e. the player is in the same bank as the songs), but you can just as easily put the collision detection routine in the same bank as the level maps, for example. A certain amount of code replication is inevitable, but it isn't as bad as it may seem at first.
Well, if you want an interesting interpretation of that zone, here's an entirely verticalized map, and here's and attempt to tessellate that horizontally. Overlapping screens quickly become a problem, which makes me think that a cylindrical/corkscrew projection of the zone could only go so far.rainwarrior wrote:I almost hate to post my version of the map. I really love to see especially how people piece together the VOID ZONE.
I like how you made an "escape chute" back to the entrance for those who get fed up with fighting the boss.
I misread what you sent me on Twitter: "I hope you don't mind when I post my own tool-generated map of the demo in an forthcoming update...". Sorry about that.rainwarrior wrote:I I don't remember promising a native map viewer...
To prove a port feasible, you need to do one of three things:
- Suggest a good control method for exploration-oriented platformers.
- Show evidence that a substantial number of people are buying MFi gamepads or JXD's Android gaming tablets, which have buttons.
- Show evidence that a substantial number of people are willing to buy and carry a Bluetooth keyboard to game with.
As for whether I'd build a native version for either of these platforms, well, it is possible to do, but I have no current plans to do so. I'm worried enough about being able to finish the game at all; supporting Android and iPhone isn't even in the picture. Can interest be demonstrated in such a thing? I would need more funding to cover the development time involved.
Tepples brings up another point that fine controls are more difficult to do via touch screen. I suspect Lizard may not be well suited for that. Though, if you have an Android you can try it out already with an emulator to see how it feels. (I've not had a good experience with platform games and touch controls.)
Finally, Android is much easier for me to develop for as I already have an Android phone, can be developed for with any PC, and there is no restrictions on releasing software (I can just provide an APK for download). iPhone is a completely different story, as I don't already own either a Mac or iPhone, it seems that setup costs would be in the neighbourhood of at least $2000, and then when finished, still subject to Apple's approval.
So anyhow, long story short, it certainly can be done, but I would need to be convinced that it's worth doing.
PlayStation Mobile appears to be comparable in cost to iOS, except there are actual buttons on the thing.