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Bruce Lee SMS conversion - development thread
Post Posted: Sat Sep 13, 2014 12:55 pm
What startet here and first saw the light of day here finally evolved into something resembling an actual game, albeit a rather short one.

From now on the aforementioned threads won't be updated anymore, as I will post all news regarding the project in this one.

What's new in version 0.2?
- Rooms: 3/20
- Enemies
- Collectibles
- Score
- Explosions (no, really)
- Music and SFX (thanks to sverx's wonderful PSGlib)

Get the new version here: http://www.smspower.org/Homebrew/BruceLee-SMS

If you find any bugs, please let me know.
BruceLee-SMS-1.png (3.92 KB)
BruceLee-SMS-1.png

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Post Posted: Sat Sep 13, 2014 3:14 pm
Good thing you inform the audience that this is not an unknown ROM from back then, because it sure looks and feels like one! Super impressive!!!!

That green guy kicked my ass pretty bad, until I found out that he will not touch me if I lie down. Boom, bam! Look behind you!! :)
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Post Posted: Sat Sep 13, 2014 7:23 pm
It feels really nice to play already. Kicking enemies is rather satisfying.

I have never seen the original game, but one thing that strike me as odd in this version is the animation of the character jumping upward (or falling). It looks more like a ladder-climbing animation and seems rather off. Why not using something like the forward jump sprite? Additionally the sprite for climbing ladder looks a bit odd in my opinion. I'm only saying this because the rest looks absolutely top-notch, but I'm nitpicking here. Is this character shape characteristic of the original game graphics perhaps?
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Post Posted: Sun Sep 14, 2014 7:29 am
Bock wrote
I have never seen the original game, but one thing that strike me as odd in this version is the animation of the character jumping upward (or falling). It looks more like a ladder-climbing animation and seems rather off. Why not using something like the forward jump sprite? Additionally the sprite for climbing ladder looks a bit odd at my opinion. I'm only saying this because the rest looks absolutely top-notch, but I'm nitpicking here. Is this character shape characteristic of the original game graphics perhaps?

Yes, that's one of the quirks of the original game and something I always found a bit silly myself. When I began development of the conversion, I actually considered improving on it in much the way you propose, but eventually I decided it just wouldn't be the same without the odd animations for jumping and falling. Fans of the original would probably even complain.

I did improve on the ladder climbing animation, albeit very slightly. I didn't change the shape of it, but I added more frames, making it slightly more fluent.

hang-on wrote
That green guy kicked my ass pretty bad, until I found out that he will not touch me if I lie down.

I made him a tad more aggressive that in the original. Was that too much?
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Post Posted: Sun Sep 14, 2014 8:19 am
I think Yamo is pretty balanced. By now I'm better at beating Yamo than the guy on Youtube playing it on the Spectrum :) that video also taught me what to do to progress - that hole in the pavement! :)
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Post Posted: Sun Sep 14, 2014 8:10 pm
This is great!

I love the original game and this plays excellent thus far!
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Post Posted: Mon Sep 15, 2014 1:21 pm
Very very nice !
animations are really smooth and all gfx seems to be professionally made.
Thumbs up ^^
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Post Posted: Mon Sep 15, 2014 7:05 pm
Thanks for all the kind words.

Version 0.21 is up. It features a couple of minor bugfixes and introduces health bars for player and enemies (as suggested by jarreboum).
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Post Posted: Wed Oct 01, 2014 3:17 pm
I finally had a chance to test this and... it's really a great work!
I'll test it on my hardware as soon as possible too :)
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Post Posted: Thu Oct 02, 2014 8:59 am
Works great on hardware too! :)
First tile column on the left it's offscreen, and it affects text written there ("1UP", "Ninja", "Reprogrammed", etc...)
Maybe you can move text away from the 1st column?

edit: there's also a little 'snow effect' when changing palette. Are you doing it while not in vBlank?
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Post Posted: Sat Oct 04, 2014 6:58 am
sverx wrote
Works great on hardware too! :)
First tile column on the left it's offscreen, and it affects text written there ("1UP", "Ninja", "Reprogrammed", etc...)
Maybe you can move text away from the 1st column?

It's the same on my TV. I haven't really decided what to do about it, though. It's no problem to change the text on the title screen accordingly, but wouldn't the status display look odd with the left column blank when played on an emulator (which I think is the way most users will experience it)? I think I could try changing "1UP" to "1P". Anyone have a good idea for a four-letter name for the ninja?

sverx wrote
edit: there's also a little 'snow effect' when changing palette. Are you doing it while not in vBlank?

I'll have to look into it. I thought all palette changes were safely within vBlank. When does the snow effect appear? During the quick fades between rooms or when the palette from the title screen changes to that of the first tileset?
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Post Posted: Sat Oct 04, 2014 6:46 pm
Kagesan wrote
Anyone have a good idea for a four-letter name for the ninja

I think you should name him after the ninja in Virtua Fighter: KAGE. I think that name fits particularly well in this context :)
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Post Posted: Sun Oct 05, 2014 7:55 am
hang-on wrote
I think you should name him after the ninja in Virtua Fighter: KAGE. I think that name fits particularly well in this context :)

:-D

Great idea!
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Post Posted: Sun Oct 05, 2014 5:46 pm
I wouldn't use both first and last column.
Also, you could remove empty spaces between names and health bars, and replace 'TOP' with 'HI' too.
The snow I see (both between rooms and from title screen to first room) happens right under the last line, where it's all black, so I wonder if it's my SMS doing something wrong :|
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Post Posted: Sun Oct 05, 2014 7:05 pm
Do you change the palette directly after the interrupt occurrs? I remember someone having a similar problem but unfortunately I can't find it right now.
I think he got adviced to change the palette a little bit later to avoid this issue.
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Post Posted: Mon Oct 06, 2014 8:12 am
As we're discussing in this other topic, it seems that CRAM writes performed during bottom border (and top border, easily) will display this effect. So you might want to delay that operation to some scanlines later...
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Post Posted: Mon Oct 06, 2014 5:02 pm
Interesting. So if I understand this right, the snow effect should disappear if I time my CRAM writes to occur between scanlines 216 and 235?
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Post Posted: Tue Oct 07, 2014 7:52 am
Probably. May be worth testing :)
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Post Posted: Tue Oct 07, 2014 12:41 pm
Last edited by hang-on on Wed Oct 08, 2014 9:03 am; edited 2 times in total
This is my current understanding:

NTSC, 256x192 -------------
Lines     Description

000-191  Active display (192 lines)
              Update VRAM very carefully! Don't touch graphics
              currently being drawn by/on the raster line. Beware
              of bandwidth (?) limitations. Work with line interrupts
              and/or the counter, i.e. in a,($7E). 'Race the beam'.

192-215  Bottom border (24 lines)
              Start of VBlank interrupt (also called frame interrupt)
              Write sprites, tiles and tilemaps

216-218  Bottom blanking (3 lines)
              Write everything, including colors (CRAM)

219-221  Vertical sync (3 lines)
                Write everything. Beam moves back.

222-234  Top blanking (13 lines)
                Write everything

235-261  Top border (27 lines)
              Write sprites, tiles and tilemaps


Based on Charles' VDP documentation.

Edit: corrected major error in table. Thanks Maxim.
Edit 2: corrected minor error in table. Thanks sverx.
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Post Posted: Tue Oct 07, 2014 1:06 pm
Vertical sync and vertical blanking are the same thing.

I'm not sure people normally "race the beam" on the SMS, it's normally not necessary. You can double-buffer tiles if the pressure's not too high so the ones you write to aren't on display.

Hitting the VBlank exactly with your palette write is not super important, especially as what you do before then might be variable-length. There's a fair few lines at the top and bottom of the screen borders which doesn't show up on a TV.
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Post Posted: Tue Oct 07, 2014 1:41 pm
btw waiting the 216th line before updating CRAM shouldn't be too hard...
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Post Posted: Tue Oct 07, 2014 2:18 pm
Not hard, but do you want to be polling the line counter during VBlank or do you want to be writing stuff to VRAM?
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Post Posted: Tue Oct 07, 2014 2:26 pm
Given that probably I'll be writing both to VRAM and to CRAM during the VBlank, it's probably just separating the VRAM write phase in two parts and moving the CRAM write phase between them.
I'm not saying it can be always done, but should be possible, given that after the bottom border and before the top border there are 19 scanlines, so there's no real need to do that exactly on the 216th line.
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Post Posted: Tue Oct 07, 2014 5:54 pm
Maxim wrote
Not hard, but do you want to be polling the line counter during VBlank or do you want to be writing stuff to VRAM?

I think in my case I can actually get away with doing the former.

Currently, my game switches between two different Vblank routines. One of them does literally nothing except keeping the music playing. This is the one that is used outside of the actual game, e.g. during screen fades, splash screens etc. It's also the one that causes the snow effect.

The other Vblank routine is used during the actual game and handles all the usual VDP actions. It doesn't write to CRAM, though. Tiles and huge tilemaps are loaded with the screen off, so there's no conflict.

I think if I modify my mostly empty shell of an off-game Vblank routine, I can time the CRAM writes to occur after line 216.
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Post Posted: Tue Oct 07, 2014 8:40 pm
Kagesan wrote
I think in my case I can actually get away with doing the former.

Oh, right, I forgot that the nasty effect was happening only during screen fade-ins and outs, when nothing else changes. So you really might just have to add a sort of 'waitForSpecificScanline' call :)
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Post Posted: Tue Oct 07, 2014 8:52 pm
Last edited by sverx on Tue Oct 07, 2014 9:30 pm; edited 1 time in total
219-221  Vertical sync (3 lines)
                Write everything. Beam moves back.

222-234  Top blanking (13 lines)
                Write everything

Quote
Edit: corrected major error in table.


There was still a minor mistake
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Post Posted: Tue Oct 07, 2014 9:10 pm
sverx wrote
So you really might just have to add a sort of 'waitForSpecificScanline' call :)

I did just that and I'm happy to report that it did, in fact, get rid of the nasty snow effect.

It didn't go quite as expected, though. I first let the scanline counter wait for line 217, then line 224. In both cases the snow effect was still visible, just pushed further down the screen. This may have to do with my SMS being a PAL machine. Next scanline I tried was 232, which finally worked. I suspect an earlier one would work as well, maybe some experimenting could reveal what's the earliest possible line to wait for.

EDIT: In unrelated news, I also changed the status display as suggested ("Ninja" is now named "Kage", "1UP" became "1P", "TOP" became "HI", Health bars moved directly next to the names), so the leftmost and rightmost columns are now empty. Looks good.
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Post Posted: Tue Oct 07, 2014 9:37 pm
PAL, 256x192
 ------------

 Lines  Description

 192    Active display
 48     Bottom border
 3      Bottom blanking
 3      Vertical blanking
 13     Top blanking
 54     Top border

 V counter values
 00-F2, BA-FF


from Charles McDonalds' VDP doc :)
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Post Posted: Wed Oct 08, 2014 7:29 am
D'oh. Should have looked there first, of course.

However, this seems a little confusing to me, as it seems to suggest that it's impossible to avoid CRAM snow on both NTSC and PAL machines at the same time, because when bottom blanking starts on the PAL SMS the beam is already back in the top border on the NTSC machine.

Additionally, according to those stats my current solution of pushing the CRAM writes to line 232 should not work on the PAL SMS, but it does.
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Post Posted: Wed Oct 08, 2014 7:52 am
sverx wrote
There was still a minor mistake

Where? It is OK now, is it not?
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Post Posted: Wed Oct 08, 2014 8:07 am
Line 232 is close to the bottom of the screen and is likely not visible on a TV.

You can detect PAL/NTSC and wait for a different line accordingly. You may want to make your game run at the same speed on 50Hz and 60Hz systems too...
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Post Posted: Wed Oct 08, 2014 8:50 am
hang-on wrote
sverx wrote
There was still a minor mistake

Where? It is OK now, is it not?

The message I posted is correct (see 219-221 instead of 219-222 and 222-234 instead of 223-234)
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Post Posted: Wed Oct 08, 2014 8:52 am
Maxim wrote
Line 232 is close to the bottom of the screen and is likely not visible on a TV.

So it's still there, but masked off by the physical screen border. Makes sense.

Maxim wrote
You may want to make your game run at the same speed on 50Hz and 60Hz systems too...

Maybe in one of my next projects. For now, I'm fine with it running at different speeds. Most of the commercial software doesn't bother either. (Interestingly, that CRAM snow does show up in quite a few commercial games, too.)
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Post Posted: Wed Oct 08, 2014 9:05 am
sverx wrote
The message I posted is correct (see 219-221 instead of 219-222 and 222-234 instead of 223-234)

Ahh, now I see! Thanks - I have edited the table again.
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Post Posted: Fri Dec 12, 2014 9:31 am
I stumbled on this Japanese site that introduce SMS homebrews (with the amusing intent of playing them on an Amiga CD32), they introduced a fair amount of older homebrew and more recently had a quick look at the upcoming things, with a screenshot of Bruce Lee
http://nitta.sakura.ne.jp/sms-freeware/sms-freeware.main.html
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Post Posted: Fri Dec 12, 2014 1:35 pm
Bock wrote
I stumbled on this Japanese site that introduce SMS homebrews (with the amusing intent of playing them on an Amiga CD32), they introduced a fair amount of older homebrew and more recently had a quick look at the upcoming things, with a screenshot of Bruce Lee
http://nitta.sakura.ne.jp/sms-freeware/sms-freeware.main.html

Nice find. That site looks like a 'best of' of SMSPower homebrew.
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Post Posted: Fri Dec 12, 2014 1:48 pm
Bock wrote
I stumbled on this Japanese site that introduce SMS homebrews (with the amusing intent of playing them on an Amiga CD32), they introduced a fair amount of older homebrew and more recently had a quick look at the upcoming things, with a screenshot of Bruce Lee
http://nitta.sakura.ne.jp/sms-freeware/sms-freeware.main.html

It looks like Kagesan is the only one not being credited there anywhere? :o

Do they say anything interesting there that you could translate for us? :)
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Post Posted: Fri Dec 12, 2014 2:28 pm
The website also has a list of blob games including KunKun & KoKoKun 1 and 2: http://nitta.sakura.ne.jp/blob/blob.index.html
I like how he plays Putty Squad on his Amiga CD32, not on these unfancy nextgen systems. It's an amazing website, I would like a good translation, too. =)
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Post Posted: Fri Dec 12, 2014 4:16 pm
Kagesan wrote
Nice find. That site looks like a 'best of' of SMSPower homebrew.

Yeah, none of mine is mentioned :)
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Post Posted: Fri Dec 12, 2014 4:37 pm
Then there is something wrong with the list. Maybe yours are not Amiga CD32 compatible. ;)
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Post Posted: Fri Dec 12, 2014 5:07 pm
Calindro wrote
It looks like Kagesan is the only one not being credited there anywhere? :o

Do they say anything interesting there that you could translate for us? :)

That's because the end part was added later as a "heh let's check the newer stuff".

The article generally describe the games and their compatibility with the emulator on Amiga CD32. The whole site has an unusual amount of details.
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Post Posted: Tue Dec 23, 2014 9:51 am
A new version is up. In addition to lots of new features in the game engine, that's half the game done now, content-wise.

What's new in version 0.5?
- Rooms: 10/20
- Various types of environmental hazards
- Conveyor belt dust column thingies
- More and bigger explosions
- Attract mode

Get the new version here: http://www.smspower.org/Homebrew/BruceLee-SMS

Let me know if you encounter any bugs or glitches.
BruceLee-SMS-3.png (4.58 KB)
BruceLee-SMS-3.png
BruceLee-SMS-2.png (4.62 KB)
BruceLee-SMS-2.png

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Post Posted: Tue Dec 23, 2014 9:59 am
Looks amazing, pal! :) I'm going to try it as soon as my SMS II comes back from the modding :D
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Post Posted: Tue Dec 23, 2014 10:48 am
So pretty, and it plays well. I have finished version 0.50 now (or at least until it restarts to room 1 but without the collectible).

It is intended that you cannot climb down ladder-type objects from when you are walking on them?

The fighting is (again) very satisfying but not very deep, I generally just mash forward+kick which is good-enough to get by.
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Post Posted: Tue Dec 23, 2014 11:10 am
Bock wrote
So pretty, and it plays well. I have finished version 0.50 now (or at least until it restarts to room 1 but without the collectible).

Then you have not completed it yet. ;-) There's one more room waiting. A passage opens up in the outdoor area when you leave the cellar.

Bock wrote
It is intended that you cannot climb down ladder-type objects from when you are walking on them?

Yes, that's intentional. You can only climb down if you are standing in front of a ladder-type tile.

Bock wrote
The fighting is (again) very satisfying but not very deep, I generally just mash forward+kick which is good-enough to get by.

That's the best way to get rid of enemies quickly. You can earn more points, though, if you punch them instead, but you risk getting hit and a punch does only half the damage a kick does.

However, I'm glad you like it.
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Post Posted: Tue Dec 23, 2014 11:43 am
Haha! completed it now. For some reason I though the vertical bars on that screen leading to the new one were solid.
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Post Posted: Tue Dec 23, 2014 7:26 pm
Preview completed on real hardware. Amazing work, thank you.
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Post Posted: Tue Dec 23, 2014 9:39 pm
Yeah - this is great work, Kagesan! Super nice gfx, and it plays so well. And pretty balanced, so far. A little on the hard side - but I think it is OK that the player is challenged a bit. After all: "The challenge will always be there!" as claimed by the mothership some decades ago. I'll crack it and make a trainer version if it gets too tough, haha :)

Why are the keys mapped Alex Kidd - aka. reversed - style? Is it not more intuitive to have attack on button 1 and jump on button 2? Maybe you are just keeping the original layout?

Petty detail: Remember to update the relase dates and version numbering on the homebrew page. I was sure I had accidentally downloaded an earlier version, until the third attempt where I realised how to actually gain access to the underground levels.*embarrassed* Oh my... :)

Great Christmas present on the homebrew front here!
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Post Posted: Tue Dec 23, 2014 10:23 pm
Just wanted to say, Kagesan, you have done an amazing job so far on this Master System conversion.
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Post Posted: Tue Dec 23, 2014 10:39 pm
hang-on wrote
Petty detail: Remember to update the relase dates and version numbering on the homebrew page


I was going to post the same. Oh, well.
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