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View topic - game: CMJN

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  • Joined: 01 Aug 2012
  • Posts: 322
  • Location: Porto, Portugal
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game: CMJN
Post Posted: Sat Jun 21, 2014 1:50 pm
i couldn’t register this game in time, for the SMSPower Competition 2014 - what i did was registering it as Karoshi’s MSXDev Contest 2014 entry

it's at http://karoshi.auic.es/index.php/topic,2523.0.html

and also available at http://www.smspower.org/Homebrew/CMJN-SG

soon i will release the sources of it (this sunday night, june 22)
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  • Joined: 01 Aug 2012
  • Posts: 322
  • Location: Porto, Portugal
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Post Posted: Sat Jun 21, 2014 2:15 pm
(at http://www.smspower.org/Homebrew/CMJN-SG i don’t know how can i remove those screenshots with border... :S )
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  • Joined: 25 Feb 2006
  • Posts: 874
  • Location: Belo Horizonte, MG, Brazil
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Post Posted: Sat Jun 21, 2014 2:47 pm
I remember something in the rules that said that as long as the entry was substantially different from the earlier release, it would be acceptable for the contest. I wonder how different it would need to be...

How about an enhanced version, with SMS graphics? ;)
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  • Joined: 01 Aug 2012
  • Posts: 322
  • Location: Porto, Portugal
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Post Posted: Sat Jun 21, 2014 3:29 pm
haroldoop wrote
I remember something in the rules that said that as long as the entry was substantially different from the earlier release, it would be acceptable for the contest. I wonder how different it would need to be...

yes, i was about improving CMJN to CMJN2, with better attack waves, "bosses" and so on - i have to figure out how these things work

Quote

How about an enhanced version, with SMS graphics? ;)


i thought it as well, the "smooth" scroll might be difficult to handle when relating with the score table (or i use sprites to that, or i have to learn how to use interrupts, or remove the score table completely... :S )

about using the colour palette, i felt tempted to use mode-4 just like a kind of simulated "palettable" mode-2 (that situation GameGear uses mode-4 sprite cmos on mode-2, and MasterSystem doesn’t... :S )
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