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View topic - Rick Dangerous [WIP + demo]

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  • Joined: 04 Jul 2010
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  • Location: Angers, France
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Rick Dangerous [WIP + demo]
Post Posted: Sat Aug 17, 2019 3:06 pm
Last edited by ichigobankai on Sat Aug 24, 2019 6:58 am; edited 3 times in total
Hi friends.
Last year, i've started to port Rick Dangerous to our Master System.

With my friend Vingazole we spent "few hours" on the sample part.
Non blocking -good- samples in game.
Try it on real hardware or Emulicious.

It's far to be finished (many bugs remains) but you can play the 1st level.

How to play :
left / right to move
up / down to climb (ladder or 'hidden' stone)

button 1 : Action
button 1 + front : gun
button 1 + back : stick (freeze monster, wake up bat)
button 1 + bottom : bomb

button 2 : Jump


Regards,
Ichigo.
rick-010.png (28.76 KB)
rick-010.png
rick-011.png (20.66 KB)
rick-011.png
rick.sms.zip (70.33 KB)

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  • Joined: 11 Aug 2017
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  • Location: Lincolnshire, UK
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Post Posted: Sat Aug 17, 2019 9:10 pm
This. Is. Awesome.

Absolutely love it, sound samples are really quality, you can hear the effort you've gone to! Graphics have been converted beautifully.

Lovely use of tile priorities so lots of scenery for Rick to walk behind.

I've never played the original, though I have seen screenshots and this looks very true to it and plays very smoothly.

PLEASE keep going with it, I'm sure I'm only one of very many who'd love to see this turned into a full game!

Couple of things to report playing on Emulicious:
1) I think I hear a slight click of the speaker twice as the screen starts and finishes fading in/out when you die.
2) As per attached screenshot, I managed to be able to jump up the scenery by walking left out of that crouched tunnel and jumping (facing the direction Rick is in the screenshot). That enabled me to keep jumping up the tiles and out of the boundaries of the game, dropping down a few screens. This was pretty fun but probably not intended :)
rickshot.png (89.57 KB)
rick glitch
rickshot.png

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  • Joined: 01 Feb 2014
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Post Posted: Sun Aug 18, 2019 7:44 am
Absolutely brilliant. I‘ve been masochistic enough to play through the original (and its sequel) on the Amiga back in the day, and this plays, looks and sounds just like it. Maybe it looks even better due to the great use of priority tiles.

How did you do the high quality samples? That‘s really impressive.

Some minor niggles:

- Sometimes it seems I can‘t outrun the boulder at the beginning despite pressing right all the same everytime
- Getting on ladders can be a bit fiddly
- Iirc, the controls in the original were button + down = bomb (same as here), button + up = gun, button + forward = stick. Any particular reason why you changed the controls for the last two? I found the original controls quite intuitive.
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  • Joined: 09 Sep 2001
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  • Location: Umeå, Sweden
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Post Posted: Sun Aug 18, 2019 8:54 am
Excellent. I love the look of it, definitely looks better than how I remember the 16-bit versions of the game, and it plays really smoothly! Amazing work.
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  • Joined: 04 Jul 2010
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Post Posted: Sun Aug 18, 2019 9:42 am
Thanks mates !

For the bugs i'm already aware (nearly all) of them ^^
No particular reason for the controls. I found btn1+faced direction intuitive for the gun. But nothing engraved in stone.

Playing samples is not "really complicated".
Use HBL in 0-192 and unrolled/timed code in the vblank.

A good LUT is the key.
With Vingazole we spent many times testing LUT from games.
After some tries Vingazole found something really good.
(see file attached)
PS. "GP rider" and "Robocop" are from games

Samples in Rick are @5240hz (WAV unsigned 8bits), HBL calls every 3 lines.
LUT_tester.sms.zip (53.19 KB)
LUT tester

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Post Posted: Sun Aug 18, 2019 11:55 am
I extracted all the LUTs I could find and documented them here: http://www.smspower.org/forums/15940-GameSamplesExtractionMegaThread . Most are sub-optimal, and if you are using multiple channels it gets ugly when in intermediate states.
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Post Posted: Sun Aug 18, 2019 12:45 pm
Nice stuff, love the graphics. I had similar minor niggles as Kagesan.

Having the sample play with game still active is a nice touch, was there ever a commercial game that did this?
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Post Posted: Sun Aug 18, 2019 10:15 pm
AFAIK, no.
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Post Posted: Sun Aug 18, 2019 11:01 pm
Space Harrier doesn't stop its interrupt handler while playing samples (so it can animate, but it does use a load of CPU on other things too). This does make the samples sound worse though.
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Post Posted: Wed Aug 21, 2019 7:54 am
This is great!! I did not finish your demo, but it is obvious how many hours you spent on working on this!!
I remembered playing a lot Rick Dangerous 2 on my old PC, so I have some fond memories of this explorer! I am looking forward for the full release.
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Post Posted: Wed Aug 21, 2019 10:08 am
Thanks ;)

@Maxim
In Space Harrier, there is no interaction while samples are played ?
From memory only Harrier's sprite is moving (fall) when the sample's is played. Frozen screen with the "Get ready" sample at beginning.

PS. our LUT is not taken from a game.We've just tested things with some of them (Robocop vs Terminator and GP Rider). At last Vingazole made our own LUT (vgz4 in "lut tester" rom file)

Here is a little test rom based on my Cimmerian with classic "blocking sample" and not blocking with our LUT (btn A = blocking / btn B : non blocking). "Prepare to Qualify" sample is from GP Rider (extracted from rom).

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