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PostPosted: Tue Mar 06, 2012 2:58 pm 
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Hey guys, I was waiting to release the source to my recent project until it was fully commented. Turns out, I get bored with commenting! So, some is commented, some is not. I'm just ready to move on to the next project, so here this is.

It is a recreation of the Snail Maze Game from the Sega Master System. I think I got pretty close to how the game plays on the SMS. It's a simple game, afterall. Here is the source:

http://slydogstudios.org/wp-content/upl ... l_maze.zip

For more info on the game itself, here is the page I have set up for it:

http://slydogstudios.org/index.php/snail-maze-game/

EDIT: Updated web protocol to reflect what it should be (ie the certificate for "secure" expired)


Last edited by Roth on Fri May 23, 2014 7:55 am, edited 1 time in total.

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PostPosted: Tue Mar 06, 2012 3:07 pm 
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Location: NE Indiana, USA (NTSC)
Point of clarification on how the time limits are chosen: is the player supposed to memorize the maps and play by trial and error?


Last edited by tepples on Tue Mar 06, 2012 3:08 pm, edited 1 time in total.

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PostPosted: Tue Mar 06, 2012 3:07 pm 
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I have a RLE tool to help save space on nametables, I bet you'd save 400ish bytes on that nametable included in it. Just a suggestion.


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PostPosted: Tue Mar 06, 2012 3:59 pm 
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tepples wrote:
Point of clarification on how the time limits are chosen: is the player supposed to memorize the maps and play by trial and error?

As far as I could tell, yes. It seemed to give around the same amount of time for whatever round it was in. It would be off by one sometimes, though. For instance, at the end of round 10 I would get 10 or 9. I used a hunch and decided that they took into account the number of frames between each number, so sometimes it would work out less than 10. I found some maps online that had the amount of time to get for each round, so I just used that.

@3Gen, thanks, but there is PLENTY of room in the ROM. Hell, every level is uncompressed too, for double use of BG collision.


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