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  • Joined: 16 Dec 2013
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Sudoku
Post Posted: Thu Apr 23, 2015 2:55 am
Last edited by homsar47 on Sat May 02, 2015 11:42 pm; edited 2 times in total
Yup, that's what I've been working on, for the -6 of you who wanted to know. XD I've been making a little Sudoku game.

EDIT: v0.2 is out!
Changes:
* question mark replaced by a dot
* 2 button resets cell
* 127 puzzles total (check the readme under docs for credits on that)

Enjoy this new release. I'd make a homebrew page for it now that it's practical, but my computer currently doesn't have wi-fi, and my phone can only do so much, so.



ANOTHER EDIT: Sudoku now has a page in the homebrew section. Download it from there.
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  • Joined: 15 Mar 2010
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Post Posted: Thu Apr 23, 2015 4:59 am
I like it, sudoku in the master system!
suggestions: needs a way to reset a cell back to ? (question mark)

other suggestions : blank cell is better than question mark, it kept confusing me with 7 and 2 and the colors may have played a part but the similarity of ? to 2 and 7 is the bigger offender.
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Post Posted: Thu Apr 23, 2015 11:23 am
Chicho wrote
I like it, sudoku in the master system!
suggestions: needs a way to reset a cell back to ? (question mark)

other suggestions : blank cell is better than question mark, it kept confusing me with 7 and 2 and the colors may have played a part but the similarity of ? to 2 and 7 is the bigger offender.

Nice idea. How's pressing 2 to reset a cell sound?

As for the question mark, I'm fine with getting rid of it but can't just have a blank. Then there's no way to signify that you're selecting it. I'd be happy to just put 4 pixels in the center of the tile and use that, to avoid the mix-up.
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Post Posted: Thu Apr 23, 2015 2:35 pm
Changing the question mark to a 4 pixel dot will make it way better less confusing to play and button 2 should be fine for resetting the cell.
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Post Posted: Thu Apr 23, 2015 4:33 pm
Can't you use some existing software to generate the boards? (Although generating them on the SMS would be awesome.)
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Post Posted: Thu Apr 23, 2015 6:16 pm
The problem is that in order to generate a sudoku which is actually uniquely solvable you need to implement a solver as well, otherwise it's entirely possible that a sudoku you generate has either no solution or more than one, and writing a sudoku solver on the Z80 doesn't sound easy at all.
Your best option is probably to "cheat", and randomly permutate rows and columns of a few selected sudokus, which would always guarantee solvability. Of course numbers have to be swapped as well to trick the users into not recognising the pattern.
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Post Posted: Thu Apr 23, 2015 8:07 pm
Maxim wrote
Can't you use some existing software to generate the boards? (Although generating them on the SMS would be awesome.)

I can't find any generators that can:
* make both the solved and unsolved sudoku
* use the cmd

Any suggestions would be lovely.
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Post Posted: Fri Apr 24, 2015 2:45 am
This seems to tick all the boxes: http://qqwing.com/download.html
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Post Posted: Sat Apr 25, 2015 6:54 pm
Version 0.2 is out. Check first post for changes.
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Post Posted: Sun Apr 26, 2015 11:49 am
I'm not sure why the space affects the number of puzzles, you can fit plenty more in if you enlarge the ROM. They're also stored very inefficiently - you only need four bits per cell, so you could pack them and halve it, plus you could store the start state as a bit field compared to the solution, bringing you down from 162 bytes per puzzle to about 51. Actual compression might work too. I'd probably go with the ROM expansion though, it's a lot easier :)

Does PSGlib really save space compared to the Mod2PSG2 engine (if you omit the vibrato table)?
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Post Posted: Sun Apr 26, 2015 7:25 pm
I just based the comment on PSGLib's space off the fact that PSG files seem quite smaller than VGMs.
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Post Posted: Sun Apr 26, 2015 9:43 pm
Compare to an epsgmod file from Mod2PSG2... the engine size is other issue, Mod2PSG2 is much more complicated to allow the data to be so small.
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Post Posted: Mon Apr 27, 2015 2:54 pm
Maxim wrote
I'm not sure why the space affects the number of puzzles, you can fit plenty more in if you enlarge the ROM. They're also stored very inefficiently - you only need four bits per cell, so you could pack them and halve it, plus you could store the start state as a bit field compared to the solution, bringing you down from 162 bytes per puzzle to about 51. Actual compression might work too. I'd probably go with the ROM expansion though, it's a lot easier


Forgot to reply to this. I like the idea! Can probably just make a little C program to compress the puzzles.
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Post Posted: Tue May 05, 2015 12:04 pm
Quote
sverx is slowly widdling his/her way into all the community's games...


That was my plan since the beginning!!! HARHARHAR :D :D
... and 'his', anyway :)

edit: also, you could ask Tomy for some of his PSG tunes to be used in-game...
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Post Posted: Thu May 07, 2015 1:14 am
sverx wrote
Quote
sverx is slowly widdling his/her way into all the community's games...


That was my plan since the beginning!!! HARHARHAR :D :D
... and 'his', anyway :)

edit: also, you could ask Tomy for some of his PSG tunes to be used in-game...

Heh, thanks for the suggestion.

I've been wanting to start on a project somewhat larger than this one. The problem: I'm all but artistic, which explains why my releases never contain complicated graphics. My idea for a new project requires much more of me, however.

So yeah, either I spend tons of time learning how to pixel art, or spend tons of time looking for someone else to do it. Yet in my opinion, having someone else visualize your thoughts isn't a good idea. Wish me luck as I try and handle my little 'fiasco'...
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Post Posted: Thu May 07, 2015 12:19 pm
You might team up with a few friends. Usually you find some artistic inclined among them... some are nice at drawing, some make good music, some have great ideas to contribute.
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Post Posted: Tue May 31, 2016 10:06 pm
Is there a way to link GitHub repositories on a game's Homebrew page?
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Post Posted: Wed Jun 01, 2016 8:23 am
Just put a link.
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