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View topic - [Coding competition 2015] Christmas Tale by pedro76

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[Coding competition 2015] Christmas Tale by pedro76
Post Posted: Wed Mar 25, 2015 4:03 pm
http://www.smspower.org/Homebrew/ChristmasTale-SMS

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Christmas tale is a little demo i have done with my girlfriend Nivarel.
It works good with emultor Kega but less well with others .
It's not long but i hope you'll enjoy it.
It's my first program in C and i have used Z88dk .
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  • Joined: 31 Oct 2007
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  • Location: Estonia, Rapla city
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Post Posted: Fri Mar 27, 2015 10:48 pm
I really liked the animations of this :)
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  • Joined: 08 Nov 2014
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Post Posted: Sat Mar 28, 2015 2:50 pm
Look forward to seeing it progress. Maybe you could have different colour text for when the other character is speaking?
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Post Posted: Sat Mar 28, 2015 10:05 pm
Really well done (for what there is). Are you planning to make a game out of it ?
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  • Joined: 18 Mar 2015
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Post Posted: Sun Mar 29, 2015 9:12 pm
Thank all of you.
Yes , we planned to make a game of it. We're working on the first level and on an intro ( we have a draft you can see on you tube , write christmastale introduction ( sorry i 'm not allowed to post links).
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Post Posted: Mon Mar 30, 2015 8:58 am
Really lovely graphics and animation.
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  • Joined: 05 Sep 2013
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Post Posted: Thu Apr 02, 2015 8:55 am
I tested this on my SMS II yesterday evening, there are minor graphical glithces, I guess sometimes you write to VRAM too fast.
Also, there's a bit of snow effect in the lower part of the screen, which means you're writing a palette during bottom border phase.
A screenshot is attached (can't see snow effect here)
Said that, I really like this demo... and it promises to become a really fun game. Please, keep on working on this! :)
xmas.png (1.03 MB)
(picture taken with a phone)
xmas.png

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  • Joined: 08 Oct 2012
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Post Posted: Thu Apr 02, 2015 10:06 pm
sverx wrote
I tested this on my SMS II yesterday evening, there are minor graphical glithces, I guess sometimes you write to VRAM too fast.
Also, there's a bit of snow effect in the lower part of the screen, which means you're writing a palette during bottom border phase.
A screenshot is attached (can't see snow effect here)
Said that, I really like this demo... and it promises to become a really fun game. Please, keep on working on this! :)


I ran into a similar program when I was programming my game for this competition. Some of the writes to the background resulted in incorrect tile data. An emulator or Genesis with powerbase converter won't show the error. A real SMS model 1 or model 2 will.

The secret is to:

1) Turn the VDP off.
2) Write to VRAM (a column of background data, new colors, etc..).
3) Turn the VDP on.

The user does not even see the screen flicker. Please download and examine the source code for bread and butter world if you want a detailed example. Also, stopping the VDP might not be needed if you do all of your VRAM writes immediately after the v_blank interrupt starts.
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  • Joined: 18 Mar 2015
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Post Posted: Tue Apr 07, 2015 3:42 pm
Thanks fo the tips !!
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