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  • Joined: 25 Feb 2006
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River Strike
Post Posted: Sun Aug 20, 2006 2:42 am
I'm developing new homebrew game for the SMS, called River Strike.
It's a clone of River Raid, and I'm trying to keep it below 8k, in order to inscribe it in the minigame coding competition.
The attached file contains a demonstration of its terrain generation engine. I will include full source code after completing the game.
river_strike_0.01_alpha.zip (2.5 KB)
River Strike v0.01 alpha

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  • Joined: 26 Dec 2004
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Post Posted: Wed Aug 30, 2006 6:15 pm
Ah, great! Can't wait for more news on this :)
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  • Joined: 25 Feb 2006
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New version
Post Posted: Fri Sep 01, 2006 3:16 am
Well, here's a new version.
You can now control the airplane with the arrow keys: up accelerates, down reduces speed, left and right steer the plane.
(crappy) Colllision detection implemented, too.
I'm getting dangerously near the 8k limit, though....

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Post Posted: Fri Sep 01, 2006 1:07 pm
Well I have tested the lastest build and it is not bad, good graphics/ controls and the score display goes red when you go over a field. I'm actually impressed that you are going to create a 8k game, the only thing that is 8k that I can think of is the SMS BIOS (even the SG-1000 games are more than that) so that is gonna be tricky. Just glad that there is a homebrew game coming up.

Have you tried compression to reduce the limit or is that already used?
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Post Posted: Fri Sep 01, 2006 2:21 pm
You could (sort of) cheat and decompress to on-cart RAM, so 8KB compressed would have somewhere to expand to. It's not a likely scenario for any commercial release, but as Official SMS Moderator I'd say it's acceptable, since it works in (almost) all emulators.

Compressing smaller pieces of data will gain less, and the overhead of a compressor reduces the space savings. Minigames are tough...
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Post Posted: Sat Sep 02, 2006 6:40 pm
Well, the game aready uses Maxim's version of aPack to uncompress the graphics, but, although I could also compress the code, with a good compression rate, the problem would be that everything, code, graphics and the variables themselves would have to fit SMS's 8k of RAM. Another option would be to split the code in various parts and then only uncompress them as needed, but that would be quite tricky. Of course, I could also use the in-cartridge RAM feature to give me an extra 8k... I'll see what I can do.
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Post Posted: Thu Sep 07, 2006 10:56 pm
Here's a new version, the enemies are already generated, but collision against them is not detected, yet.
river_strike_0.03_alpha.zip (3.92 KB)
River Strike v0.03 alpha

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Post Posted: Sun Sep 10, 2006 5:42 pm
Well, here´s the source code for the current version or River Strike. I sort of lost interest in it.
river_strike_0.04_alpha_src.zip (43.77 KB)
River Strike v0.04 alpha, with source.

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Post Posted: Thu Sep 14, 2006 2:20 pm
haroldoop wrote
I sort of lost interest in it.


Damn, that's too bad :(
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To Haroldoop :
Post Posted: Fri Sep 15, 2006 8:38 pm
Can you put on your page the tools to take ahead the river strike project?
Thanks

pt: Voce poderia disponibilizar em seu site as ferramentas necessarias para levar adiante o projeto do river strike? Se possivel tb o genesis c compiler.
Obrigado
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  • Joined: 25 Feb 2006
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Post Posted: Sat Sep 16, 2006 9:42 pm
Well, the game was developed using z88dk, plus a set of libraries I wrote to develop Sega Master System ROMs on it.
This link: http://www.smspower.org/forums/viewtopic.php?t=8176&highlight=compiler points to the forum thread from where you can dowload everyting.

If, on the other hand, you want a C compiler for the Sega Genesis, you can download it from http://www.genny4ever.net/index.php?page=tools.

By the way, I have also tried to create a racing game from River Strike's source code. Again, I lost interest on it too... =P
CanyonRacer_v0.01alpha.zip (41.69 KB)
Canyon Racer v0.01 alpha

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