Action 53 volume 3

Moderator: Moderators

tepples
Posts: 21752
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Action 53 volume 3

Post by tepples » Wed Mar 08, 2017 7:41 am

New page, new build:
  • Added M_Tee's screenshots
  • Put the title screen under control of the builder, as opposed to hardcoding it in the menu binary. This means all three builds (the whole thing for emulators and the two partial builds for PowerPak) get distinct title screens.
  • PowerPak partial builds make thematic sense, and section titles in the whole thing reflect it
  • Added Sinking Feeling and Wrecking Balls
  • Updated Cheril the Goddess to 1.2
  • Updated Wo xiang niao niao to 1.2
  • Updated Filthy Kitchen to build0209
  • Updated Super Tilt Bro. to the version with AI
  • Updated Rock Paper Scissors Lizard Sbock to version 6
  • Some games will not run correctly in FCEUX prior to r3339
Right now I'm slowly working through redesigning the exit patcher to handle each ROM based on its mapper, not individual 32K banks as if it were still using oversize BNROM.

But it's been a slow process because of several other demands on my time over the past week. These include increased hours at my day job, continued maintenance on a prior paid NES project, multiple birthday parties, outdoor exercise on those few days when the weather in my city isn't cold, wet, or excessively windy, and a roommate who likes to listen to progressive political talk for hours on end at a distractingly loud volume to laugh at U.S. President Donald Trump and insists on vocally sharing both her outrage at successes of the Republican Party and her Schadenfreude at its failures with me.

If only "orange skin, red ball cap, and hair that looks like a bad wig" still meant this fella:

Image
Bumpus Wobbleworks, © Hasbro


Remaining things that I believe only I can do:
  • Exit patch each game appropriately for its mapper
  • Explain what's confusing about the map screen in Goddess
  • Test for delayed $00 writes in FCEUX <= r3338 (e.g. 2.2.2 and 2.2.3)
  • Integrate JRoatch's coredump patch
  • Integrate JRoatch's other toys into 240p Test Suite build process
  • Continue to look for updated versions in all project threads
Remaining things that others more familiar with the games can do better than I:
  • Write descriptions for all activities
  • Build FCEUX for Windows from SVN, as the interim build is r3338, and the first revision that can correctly run CNROM games in an Action 53 (mapper 28) multicart is r3339
For warranty purposes, should we be concerned if the user flashes code that switches to another bank and overwrites the rest of the cartridge?
Attachments
a53games_2017-03-08.7z
(290.09 KiB) Downloaded 223 times

User avatar
dougeff
Posts: 2616
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Action 53 volume 3

Post by dougeff » Wed Mar 08, 2017 9:16 am

I'm getting gibberish tiles for Sinking Feeling (FCEUX 2.2.2).
nesdoug.com -- blog/tutorial on programming for the NES

calima
Posts: 1018
Joined: Tue Oct 06, 2015 10:16 am

Re: Action 53 volume 3

Post by calima » Wed Mar 08, 2017 12:39 pm

Yes, there's no fceux release with the mapper fix.

tepples
Posts: 21752
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Action 53 volume 3

Post by tepples » Fri Mar 10, 2017 10:50 pm

dougeff wrote:
tepples wrote:the first revision that can correctly run CNROM games in an Action 53 (mapper 28) multicart is r3339
I'm getting gibberish tiles for Sinking Feeling (FCEUX 2.2.2).
Try r3340, which I'm mirroring. It's newer than the latest interim Windows build on fceux.com (r3338), which in turn is newer than 2.2.3, which in turn is newer than 2.2.2.

I finished revamping exit patching and plan to produce a revised build on the next page. The builder produced this bank map for the full collection:

Code: Select all

Bank 0: ../../240pee/240pee.nes
Bank 2: ../revised/filthy-kitchen-build0209.nes
Bank 4: ../revised/mojon-twins--cheril-the-goddess--v1.2.nes
Bank 6: ../Category 1/LaLa the Magical/mojon-twins--lala-the-magical--unrom.nes
Bank 8: ../Category 1/Twin Dragons/Twin-Dragons-20170131-0.074.nes
Bank 10: ../Category 1/Waddles the Duck/waddles.nes
Bank 12: ../Category 1/Flappy Jack/flappy14.nes
Bank 13: ../Category 1/Karate Kick/kkick.nes
Bank 14: ../revised/mojon-twins--wo-xiang-niao-niao--v1.2.nes
Bank 15: ../Category 1/Nebs 'n Debs/nebs-n-debs.nes
Bank 16: ../Category 1/Sinking Feeling/SinkingFeeling.nes
Bank 17: ../submulti/SM_BrickBreaker_RPSLS.nes
Bank 18: ../submulti/SM_JupiterScope2_SuperTiltBro.nes
Bank 19: ../Category 1/Spacey McRacey/spaceyMcRacey.nes
Bank 20: ../Category 1/The Paths of Bridewell/ThePathsofBridewell(Compo3).nes
Bank 21: ../Category 1/Wrecking Balls/Wrecking Balls (WIP).nes
Bank 31: Menu
No, I'm not being immodest by putting my own work first, at least not on purpose. The builder orders ROMs by decreasing patched size, in order to assure correct power-of-two alignment of each game, then alphabetically by filename ("filthy" before "mojon"). CHR data takes essentially no space because several NROM-256 games use less than 20 KiB of PRG ROM.

We appear to have 320K of space for other things, provided we drop Wrecking Balls, I squeeze JRoatch's toys into the 240p Test Suite bank, and I squeeze JRoatch's coredump into the menu bank as suggested.

Anyone up for writing descriptions?

User avatar
dougeff
Posts: 2616
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Action 53 volume 3

Post by dougeff » Sat Mar 11, 2017 7:07 am

Anyone up for writing descriptions?
I thought, maybe, you were going to use the blurb to come up with descriptions.

Is there a size maximum (for total words)?

Is it supposed to be a one sentence description?
nesdoug.com -- blog/tutorial on programming for the NES

tepples
Posts: 21752
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Action 53 volume 3

Post by tepples » Sat Mar 11, 2017 10:04 am

dougeff wrote:I thought, maybe, you were going to use the blurb to come up with descriptions.
I haven't had quite as much chance to master playing these entries as I did with those in the first two volumes.
dougeff wrote:Is there a size maximum (for total words)?
This was a slight simplification, as the actual limit is 128 VWF pixels, but it's close to 28-30 characters in most cases.

It should describe the basics of the scenario and method of play, including controls. Think of the slip of paper that might have been included with a rented game back in the day. If you don't have the first two volumes' ROMs handy, here are a few past examples.

The STREEMERZ description incorporated a correction by the port programmer.

Code: Select all

Super Strength Emergency
Squad Zeta

You have planted a bomb
in Master Y's fortress.
Escape by tossing chains
and climbing them.

+ Move
A: Grapple
Release A: Boost
The one for Thwaite mentions controllers.

Code: Select all

Defend the village from
incoming missiles using
fireworks.

+ Move crosshair
B: Fire from left silo
A: Fire from right silo

Super NES Mouse optional
For Munchie Attack, I used "Burger World" because the logo on the fries resembles that of a fictional quick-service restaurant chain in the animated series Beavis and Butt-head.

Code: Select all

Eat food, avoid blades.

+ Move

TIP: Squid and fruit are
worth more points than
Burger World food.
I was able to write a description for my cousin's game Double Action Blaster Guys because I was involved in testing it before its release.

Code: Select all

Shoot enemies and collect
their dog tags while
avoiding hazards like
spikes and bullets.

+ Move
A: Jump
B: Fire
B+A: Join (2 players)

Includes level editor
RHDE: Furniture Fight needed more detail. But now that I think about it, I think the description of each volume 2 entry must have started with the description from the 2014 compo's page.

Code: Select all

A 2-player battle for
the ultimate home.
Steal furniture, destroy
walls, and perfect your
Feng Shui for max points.

Phase 1:
  + Move cursor
  A: Buy/Place  B: Back
Phase 2:
  + Move  A+B: Switch units
  A: Use silo, shoot
  B: Pick up furni
Phase 3:
  + Move  A: Place  B: Rotate
Super PakPak is also fairly complex:

Code: Select all

Hold A to start.  Then
move your ship around the
landscape (trying not to
hit walls too hard) and
shoot your opponents' ships.

+ Turn  A: Thrust  B: Fire
Down while landed:
  Choose second weapon
  (bomb, spray, mine,
  vortex cannon, teleport)
Down while flying:
  Fire second weapon

User avatar
dougeff
Posts: 2616
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Action 53 volume 3

Post by dougeff » Sat Mar 11, 2017 5:59 pm

Descriptions, like this?

Nebs n Debs - Girls be like, yeah, I got an octopus hat on. You got a problem wid that?

Filthy Kitchen - Boys be like, how come there ain't any clean dishes? No I ain't gonna clean em.

Lala the Magical - Witches be like, I ain't time for no magic class, bzzap. Y'all levitatin and shit.

Cheril the Goddess - Girls be like, can you get the door for me? Next thing you know, they're flying through the ceiling carrying a big rock.

Karate Kick - karate guy be like, I ain't wearin no shoes. I don't want to get your blood on my Adidas. Pa-Yah!

Flappy Jack - Bosses be like, don't spill no shit on my floor, as they tossing pancakes at you from a mile away.

Wo xiang niào niào - Chicks be like, y'all don't mind if I bounce my butt right off your head, right?


This is my attempt at humor. :D
nesdoug.com -- blog/tutorial on programming for the NES

tepples
Posts: 21752
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Action 53 volume 3

Post by tepples » Sat Mar 11, 2017 7:25 pm

I managed to come up with basic descriptions based on the blurbs, which I'll include in the next build. I also integrated Coredump and stuck JRoatch's toys into a corner of 240p Test Suite.

tepples
Posts: 21752
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Action 53 volume 3

Post by tepples » Sun Mar 12, 2017 7:20 pm

"And on the seventh day God rested."

At this point I'm out of things to do. To design the cover art and title screen, we need a theme for this collection. (Goddess and Rock have a little something in common.) Then all I have to do is wait for ROM updates to pour in over the next 19 days. The one I'm most looking forward to is the Rock facelift.

User avatar
dougeff
Posts: 2616
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Action 53 volume 3

Post by dougeff » Mon Mar 13, 2017 11:36 am

The one I'm most looking forward to is the Rock facelift.
Updated. Probably done.
nesdoug.com -- blog/tutorial on programming for the NES

User avatar
gauauu
Posts: 659
Joined: Sat Jan 09, 2016 9:21 pm
Location: Central Illinois, USA
Contact:

Re: Action 53 volume 3

Post by gauauu » Tue Mar 21, 2017 11:17 am

tepples wrote: Then all I have to do is wait for ROM updates to pour in over the next 19 days.
I don't suppose you've had a chance to re-build with my new version of Spacey McRacey to confirm that my attribute table fix worked?

tepples
Posts: 21752
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Action 53 volume 3

Post by tepples » Tue Mar 21, 2017 2:42 pm

Yes, it works.

User avatar
gauauu
Posts: 659
Joined: Sat Jan 09, 2016 9:21 pm
Location: Central Illinois, USA
Contact:

Re: Action 53 volume 3

Post by gauauu » Tue Mar 21, 2017 9:30 pm

tepples wrote:Yes, it works.
great, thanks!

M_Tee
Posts: 405
Joined: Sat Mar 30, 2013 12:24 am
Contact:

Re: Action 53 volume 3

Post by M_Tee » Wed Mar 22, 2017 7:42 pm

Here's an updated screenshot for RPSLS.
Attachments
Rock9b-6.png
Rock9b-6.png (1.4 KiB) Viewed 5855 times

M_Tee
Posts: 405
Joined: Sat Mar 30, 2013 12:24 am
Contact:

Re: Action 53 volume 3

Post by M_Tee » Sun Mar 26, 2017 3:01 am

What is the likelihood of other games/toys being added? If so, are there any particular contenders?

I'm only asking to help with my loose layouts and sketches for cover art.

Post Reply