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  • Joined: 14 Mar 2005
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SPACE ODDITY
Post Posted: Mon Mar 28, 2005 2:52 am
Here is a new project we working on whith Proppy:

http://tetsujin.free.fr/spaceoddity/spaceoddity.htm

It's a shooter, please try it, Proppy NEEDS your feedback.
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Post Posted: Mon Mar 28, 2005 4:34 pm
TET wrote
Here is a new project we working on whith Proppy:

http://tetsujin.free.fr/spaceoddity/spaceoddity.htm

It's a shooter, please try it, Proppy NEEDS your feedback.


Results from a NTSC SMS 1:

- The background is gray instead of black. I think you are assuming CRAM is filled with all $00 on startup, instead you should initialize those values.

- You need to set the unused bits in register $85, e.g. OR the sprite table address with $81. Because of this the sprites are improperly displayed.

For me the left/right directions didn't work to control the main ship, but that may be due to the sprite problem I mentioned - when you don't set those bits the X/Y positions are incorrectly read, that may be the cause.

Of course in an emulator it looks very cool. If you are going to use 1-bit graphics only, maybe you should try the TMS9918 modes? :)
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THANKS !
Post Posted: Mon Mar 28, 2005 5:15 pm
Last edited by proppy on Tue Mar 29, 2005 1:35 am; edited 1 time in total
(i guess camilo by posting and opening a www with crappy w.i.p finally find a way to make me work on it, instead of wowing)

charles,
could you test the lastest rev :

(grab it from)
http://tetsujin.free.fr/spaceoddity/spaceoddity.htm

i've zeroed the cram, and set the the register 5 to $ff (instead of $7e)
could you give me more detail about the "1bpp TMS9918 mode" you're talking about ?
is it referenced in the vdp bible (aka msvdp-20021112.txt) ?

many thanks for your feedback !
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Post Posted: Mon Mar 28, 2005 10:47 pm
Quote
(i guess camilo by posting and opening a www with crappy w.i.p finally find a way to make me work on it, instead of wowing)


...Plus we have a very cool solid story for our game now, check this out:

Quote
STORY
76496 AD,
the master solar system is invaded by unknown alien oddities
having the capacity to multiply themselves quickly.
Soon the space oddities, known too as the Zlogian empire,
represent a real menace to men.
You, Mark Sri, best pilot of the human race is chosen
to control the high-tech prototype ToMuSu-9918A
and destroy the Zlogian empire and their native planet Zlogu80.


There are numbers of hidden references to the master system universe.
The first member of the forum to find it all will win a beer.
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Post Posted: Tue Mar 29, 2005 6:17 am
Quote
(grab it from)
http://tetsujin.free.fr/spaceoddity/spaceoddity.htm


Could you change the files so they are zipped? My web browser didn't like the ".SMS" extension.

The new version works, all the old problems were fixed.

The VBlank routine takes too long, because I can see the sprite table being updated around line 80.

An easy way to tell when this happens is to change the screen or border color, or turn off the screen, at the start of the VBlank routine and restore it afterwards.

This way you can look at the top of the screen and see if the changes made during VBlank "overflow" into the next frame.

If you want some tips about speeding up VBlank processing, let me know.

Quote
i've zeroed the cram, and set the the register 5 to $ff (instead of $7e)
could you give me more detail about the "1bpp TMS9918 mode" you're talking about ?
is it referenced in the vdp bible (aka msvdp-20021112.txt) ?

many thanks for your feedback !


The TMS9918 modes use 1-bit sprites that can be 8x8 pixels or 16x16 pixels (instead of 8x16). If you want to make the game use 1-bit sprites only, this could be useful. But there are limitations like only 4 sprites per line instead of eight.

I haven't added the TMS9918 modes to my document (err... bible :) yet, but I've been using them a lot recently and will add them soon.

Can't wait for the next version of Space Oddity!
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Post Posted: Tue Mar 29, 2005 8:40 am
TET wrote
The first member of the forum to find it all will win a beer.

76496 AD, <-- SN76496 PSG (should probably be 76489)
the master solar system <-- Master System
is invaded by unknown alien oddities
having the capacity to multiply themselves quickly. <-- fast multiplication is alien to the SMS :)
Soon the space oddities, known too as the Zlogian empire, <-- Zilog, makers of the Z80 CPU
represent a real menace to men.
You, Mark Sri, <-- sounds like "Mark Three"
best pilot of the human race is chosen
to control the high-tech prototype ToMuSu-9918A <-- TMS9918A, the VDP in the SG-1000 etc, basis for the SMS, GG and MD VDPs
and destroy the Zlogian empire and their native planet Zlogu80. <-- Z80, which kind of sort of means Zilog 80

Did I win? If so, I donate my beer to Proppy.
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Post Posted: Tue Mar 29, 2005 4:14 pm
Maxim:

Before you post, I was wondering "How to send a beer to maxim?"
So no surprise,you won!!! \o/ \o/ \o/
By the way your "bock's birthday 2004" was a gem!
And thanks to mentioning the SN76496 mistake ,I'll change this.

Proppy will have a beer now.
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Post Posted: Tue Mar 29, 2005 4:15 pm
I took a look at it in the debugger.

At line 0, it is in a little loop, copying something into vram.
The loop takes care of vram access timing, using push ix, pop ix and a nop, which makes the loop very slow.

What exactly is it copying there? I could only imagine the sprite table to be copied, but this should rather be copied in VBlank and without the wait cycles :)
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Post Posted: Tue Mar 29, 2005 4:41 pm
Even in the active display period, push ix/pop ix/nop is more of a delay than is needed. In my tests (link) I was able to get consistently not-destroyed data with a total of 26 cycles between writes. This includes the length of the opcodes being used to perform the output (and since one of those cycles is performing the outut, that should really say 25). In most cases when outputting two bytes, you'd use the same opcode for both so you simply subtract its length (eg. 12 cycles for out (c),r) from 26. Suitable "nop" code depends on the context.

Charles did test it for me on an NTSC system but I don't remember what the result was; it may have been "your test program doesn't work". But regardless, trying to satisfy the VRAM access wait requirements in Emukon (assuming they're still there) results in slower-than-needed code.
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Cheerleader
Post Posted: Tue Mar 29, 2005 9:43 pm
OMG
Build 16 has awesome music now
Go on, guys!
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v17!
Post Posted: Wed Mar 30, 2005 7:32 pm
Charles&Martin&Maxim:
i was waiting for $f3, (which according to bock reaction when i told him, was very BAD! , instead of proper interruption handling,
i quickly fix by waiting for $c0,
and removed the useless "pop/push/nop thing" as i'm finally handling SAT mirror in vblank
(i think martin notice sat mirror at line 0, because of the vblank routine overflow)

THANKS FOR YOUR COMMENTS !
(thanks for the beer)

plz watch for v17 (as soon as tet post it)
i'll take a look with emukon xor charles-vblank-tricks to see if i don't overflow anymore.
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Post Posted: Wed Mar 30, 2005 8:22 pm
http://tetsujin.free.fr/spaceoddity/output17.sms

done.
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The family is growing...
Post Posted: Thu Mar 31, 2005 6:33 am
Before going to work,
information:
Yesterday, our staff grown up whith one significative member,
Zabutom, from BeepDealers (chiptune crew).
You can check the music he did for our project here:
(even if it's not a final version it's already impressive)

http://tetsujin.free.fr/spaceoddity/zabutom.psgmod.VGM

But because Proppy sucks at paging we put temporary a remix of
"ice climber" music by Zabutom which is shorter.
Check the latest version:

http://tetsujin.free.fr/spaceoddity/spaceoddity.htm
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A bigger devteam...
Post Posted: Sun Apr 03, 2005 3:21 am
Today no new update,
anyway I make a report on the devteam and what's going on:

devteam:
-program : Proppy, Mooz
-music : Rushjet, Zabutom, Xik
-gfx : Tet
-cheerleader : Bock

Actually, the importance of music is growing in the project; my idea is now
to release the game whith the idea of game-album, which will consist in not having
ANY sucky tune in the game + a sound test mode.(Maybe the music team will be bigger in few days too...)
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update 20&21 !
Post Posted: Sat Apr 30, 2005 9:32 pm
04/30/2005
About version 20;
Sorry for the lack of update,
*cough* 23 days! *cough*
Now we got size-dependant-collision between sprites.

04/30/2005
About version 21;
Bock contributed a parallax ! with awesome background of Tet
integration of interruption code caused some to-be-fixed-by-proppy-display-glitch

except more update soon !
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version 22
Post Posted: Mon May 02, 2005 2:09 am
05/02/2005
About version 22;
Collision and animation code debugged & improved
Level sequence added
Integration of new graphism & animation
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Post Posted: Wed Jun 15, 2005 9:13 am
Will there be any more updates of this ?
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Post Posted: Sun Sep 18, 2005 9:03 am
Yes,
version 23 now,
http://tetsujin.free.fr/spaceoddity/spaceoddity.htm
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Post Posted: Wed Sep 21, 2005 11:58 pm
TET wrote
Yes,
version 23 now,
http://tetsujin.free.fr/spaceoddity/spaceoddity.htm


Yeay ! : )

Thank you so much!
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Post Posted: Tue Nov 01, 2005 6:06 am
Heya, just a message to tell you spaceoddity is far from dead,
even if our schedule was raped.
Now the team is working to release a 1 level demo,
(maybe at the end of the year)
don't expect new beta releases,
we whish to surprise you whith the demo =).

music news for submissions:
http://www.vorc.org/cgi/bbs_en/index.cgi
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Post Posted: Wed Nov 09, 2005 6:48 pm
TET wrote
Now the team is working to release a 1 level demo,
(maybe at the end of the year)
don't expect new beta releases,
we whish to surprise you whith the demo =).


Yeay! That's great! ^ ^
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Post Posted: Wed Nov 23, 2005 1:14 am
for some reason, when i run the game in Dega (my other emulator), the graphics are corrupted...
Other than thar it runs fine...
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Post Posted: Mon Feb 12, 2007 12:11 am
Little shameless bump...

What ever happened to this project? I mean, it's been for almost 2 years since the last release :(
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