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Post Posted: Tue Sep 12, 2017 10:37 pm
"Artificial intelligence uses less than two minutes of videogame footage to recreate game engine"

https://techxplore.com/news/2017-09-artificial-intelligenceuses-minutes-videogame-footage.html

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Post Posted: Wed Sep 13, 2017 1:06 pm
Super impressive! Even though I sense a dark future where robots have all the retroprogramming fun of converting classics from one console to another...
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Post Posted: Thu Sep 14, 2017 10:47 pm
VR Goggles for the C64

https://www.youtube.com/watch?v=3Rr1DZsJDMQ

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Statically Recompiling NES Games into Native Executables with LLVM and Go
Post Posted: Fri Sep 15, 2017 12:46 pm
http://andrewkelley.me/post/jamulator.html

It falls apart when games get too tricksy, but dumb codegen fed into a bunch of optimisers is actually quite a cunning way to do the port.

It's similar to the JIT efforts of some of the JavaScript SMS emulators.
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Post Posted: Wed Sep 20, 2017 10:17 pm
Machine Learning is Fun Part 7: Abusing Generative Adversarial Networks to Make 8-bit Pixel Art

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Post Posted: Fri Sep 22, 2017 1:43 am
Someone managed to implement a RCA Studio II emulator for the Intellivision:

http://atariage.com/forums/topic/260554-studiovision-an-rca-studio-ii-emulator-for-the-intellivision/

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Post Posted: Sat Sep 23, 2017 11:20 pm
This is one of my own. :P

BlocklyVN32x is a visual editor that allows anyone to make visual novels for the Sega 32X with no programming knowledge.

Basically, it uses Blockly to edit the program visually, generates a C source file from that, does the necessary image conversions, and then compiles everything into a 32X ROM.

Video: https://youtu.be/dh5M_RHXBfg

Version 0.7.0: https://github.com/haroldo-ok/BlocklyVN32X/releases/download/v0.7.0/blocklyvn32x-portable-0.7.0.exe

GitHub: https://github.com/haroldo-ok/BlocklyVN32X/

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Dino Dini fixes Dino Dini's Soccer
Post Posted: Sun Oct 01, 2017 11:57 pm
https://youtu.be/U7AcC7Hsu38

The original author demonstrates a game breaking bug triggered by emulators, and then proceeds to show how to avoid it...

(The random number generator state is stored in SRAM and will get stuck if that state is zero, which would rarely happen on a real cartridge. The check to get it out of the zero state is broken because the movp opcode doesn't set the zero flag, which regular mov does. He eventually manages to edit the SRAM file and the game starts having a proper RNG again. He codes like a grumpy old man :)
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Exploring Megadrive Aladdin source code
Post Posted: Wed Oct 11, 2017 7:29 pm
Someone at GameHistory stumbled on Aladdin source code, it hasn't been released but they made a nice write-up about it and disabled game features:
https://gamehistory.org/aladdin-source-code/
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Post Posted: Wed Oct 11, 2017 10:57 pm
Somehow I couldn't bring myself to do that for the Barbie source code...
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Post Posted: Thu Oct 12, 2017 8:09 am
the 'chopper' tool mentioned there would be such a nice tool for us to have... or can we get some similar tool somewhere anyway?
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Post Posted: Thu Oct 12, 2017 10:49 am
Our WIP Lashiec tool! Using it currently for Antarex project


A2D4ED29-EE7A-4258-BE22-AE5268730EFE.jpeg (185.3 KB)
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A2D4ED29-EE7A-4258-BE22-AE5268730EFE.jpeg

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Post Posted: Thu Oct 12, 2017 11:34 am
How 3D was achieved in Toy Story on Genesis from the guy that programmed Sonic 3D/R

https://youtu.be/IhMMK3QLxSM

(has lots of other interesting new content on his channel also)
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Post Posted: Thu Oct 12, 2017 12:33 pm
kusfo wrote
Our WIP Lashiec tool!


seems nice! is it available? can be tweaked to use only 8x8 -or- 8x16 pixel sprites? does it support only 8-pixel aligned x and y offsets?
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Post Posted: Thu Oct 12, 2017 4:19 pm
For now it's only for sega megadrive, but probably it could be adapted to master system without much effort.

We'll make it public when it's less buggy...but if you want to try it, I can give you access to it...
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Post Posted: Thu Oct 12, 2017 6:53 pm
It lloks great for Génesis, which, i suppose, lets you load more sprites than máster, or reload when needed way faster than sms...
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Post Posted: Sat Oct 14, 2017 3:59 pm
kusfo wrote
For now it's only for sega megadrive, but probably it could be adapted to master system without much effort.

We'll make it public when it's less buggy...but if you want to try it, I can give you access to it...


If it'll be open-source then I will see if I can add SMS specific features. If you don't plan to release the sources but you'll make that public anyway, we can somehow work together to add the SMS specific features.
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Post Posted: Sat Oct 14, 2017 4:16 pm
It'll be totally open-source, but now is too "antarex-centric". In any case, I can grant you acces to the gitlab repository if you want.
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Post Posted: Sat Oct 14, 2017 9:12 pm
no rush, I'll check it out when it's released :)
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Post Posted: Thu Nov 16, 2017 10:13 pm
Technical explanation on how the rotating tower on Mickey Mania was done:

https://www.youtube.com/watch?v=gRzKAe9UtoU

Pretty simple, once explained. Sounds like something that could be done on the SMS, too. ;)
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Post Posted: Fri Nov 17, 2017 1:13 am
Nebulus on c64 used the technique as well as Battletoads on the nes.

https://www.youtube.com/watch?v=Acp9ixaKFZk
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Post Posted: Fri Nov 17, 2017 7:03 am
He describes it as inspired by Nebulus. In general his videos are all interesting, well made, and horribly titled.
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Post Posted: Fri Nov 17, 2017 11:00 am
haroldoop wrote
Technical explanation on how the rotating tower on Mickey Mania was done:

https://www.youtube.com/watch?v=gRzKAe9UtoU

Pretty simple, once explained. Sounds like something that could be done on the SMS, too. ;)


I've been considering whether many of his hacks would work on SMS but to my inexperienced mind it seems the SMS VDP is too limited to use the same tricks (things like lower sprite limit and no direct pixel addressing).
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Post Posted: Fri Nov 17, 2017 3:09 pm
djbass wrote
haroldoop wrote
Technical explanation on how the rotating tower on Mickey Mania was done:

https://www.youtube.com/watch?v=gRzKAe9UtoU

Pretty simple, once explained. Sounds like something that could be done on the SMS, too. ;)


I've been considering whether many of his hacks would work on SMS but to my inexperienced mind it seems the SMS VDP is too limited to use the same tricks (things like lower sprite limit and no direct pixel addressing).


Yes, most of them couldn't be done on the SMS. The spinning tower trick, though, seems well within its capabilities, at full 60 fps, though the number of platforms would have to be reduced. The first person trick used on Toy Story could also be done, though with a lower resolution and lower frame rate.
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Post Posted: Sun Jan 28, 2018 1:24 pm
Looks like someone is making a game-making tool for the NES:


https://www.kickstarter.com/projects/1316851183/nesmaker-make-nes-games-no-codin...
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Post Posted: Sun Jan 28, 2018 9:29 pm
Ummm.... Last post make me remember tululoo gamemaker, the awesome tool with i began to learn JavaScript. As It has the src Code released' could be interesting a change in its backend to do an sms maker. Could need an genéric engine too, but the one It has It was flexible (a Sort of flixel, but simpler) i made three or four games on It and It was a pleasure!
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Post Posted: Sun Jan 28, 2018 11:50 pm
eruiz00 wrote
Ummm.... Last post make me remember tululoo gamemaker, the awesome tool with i began to learn JavaScript. As It has the src Code released' could be interesting a change in its backend to do an sms maker. Could need an genéric engine too, but the one It has It was flexible (a Sort of flixel, but simpler) i made three or four games on It and It was a pleasure!


I see what you mean:
https://github.com/naiduv/Tululoo
http://tululoo.com/

Well, yes, technically, unless its code does something really crazy (I haven't dived too deeply into its source) it should be possible to adapt it for making games for SMS; the sprite editor would have to be adapted to work with palettes (a lazier option would be to leave the editor as true color, but generate palettes on compilation, but that could lead to suboptimal results) and SMS's VDP hardware restrictions would have to be validated somehow to prevent the game from crashing.

So, basically, there's two ways this could be implemented:
1. Lazy option: Leave the editors as they are; on compilation, the palettes would be generated, the graphic assets would be resized and converted accordingly, the sound effects ignored (or use PSGTalk to make a rough conversion); it would also be the user's responsability to create the scripts according to SDCC syntax.
2. Better option: Create palette editors, make the graphic editors use the palettes, create SMS-compatible SFX/Music editors and make the script editors use SDCC syntax.
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Post Posted: Mon Jan 29, 2018 8:51 am
What about importing music and SFXs in VGM format and convert them?
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Post Posted: Mon Jan 29, 2018 9:59 pm
sverx wrote
What about importing music and SFXs in VGM format and convert them?


That could work too.
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Post Posted: Wed Feb 07, 2018 10:41 pm
haroldoop wrote
eruiz00 wrote
Ummm.... Last post make me remember tululoo gamemaker, the awesome tool with i began to learn JavaScript. As It has the src Code released' could be interesting a change in its backend to do an sms maker. Could need an genéric engine too, but the one It has It was flexible (a Sort of flixel, but simpler) i made three or four games on It and It was a pleasure!


I see what you mean:
https://github.com/naiduv/Tululoo
http://tululoo.com/

Well, yes, technically, unless its code does something really crazy (I haven't dived too deeply into its source) it should be possible to adapt it for making games for SMS; the sprite editor would have to be adapted to work with palettes (a lazier option would be to leave the editor as true color, but generate palettes on compilation, but that could lead to suboptimal results) and SMS's VDP hardware restrictions would have to be validated somehow to prevent the game from crashing.

So, basically, there's two ways this could be implemented:
1. Lazy option: Leave the editors as they are; on compilation, the palettes would be generated, the graphic assets would be resized and converted accordingly, the sound effects ignored (or use PSGTalk to make a rough conversion); it would also be the user's responsability to create the scripts according to SDCC syntax.
2. Better option: Create palette editors, make the graphic editors use the palettes, create SMS-compatible SFX/Music editors and make the script editors use SDCC syntax.


Just to see if they could be used for a possible SMS related tool, I have taken a look at how some of those game creation systems save their projects; some of the most promising so far are:

Tululoo Game Maker:

  • The project is saved in a very straightforward and easy to understand XML file;
  • The images are saved as PNGs;
  • There's no true differentiation between background elements and sprites; some heuristics would have to be applied in order to determine what would be turned into a background;
  • Uses JS as its scripting language; it would be necessary to use a parser to read its structure and then convert it to the C equivalent; of course, only a subset of JS would be supported by such a transpiler;
  • Of course, there's the problem with the images, namely both their size and the palette.


RPGBoss Engine:

  • The project is saved as a bunch of easy to understand JSON files;
  • The images are saved as PNGs;
  • The maps are saved as CSVs representing the layers, plus a pair of JSON files for events and metadata;
  • The scripts for the events are saved inside a JSON file, structured as a kind of AST; it looks like it would be relatively simple to generate C code from that;
  • Of course, there's the problem with the images, namely both their size and the palette.
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