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[Coding competition 2021] Snepzhen Solitaire by JoppyFurr
Posted: Sat Mar 27, 2021 7:17 am
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https://www.smspower.org/Homebrew/SnepzhenSolitaire-SMS
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Revo
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Posted: Sat Mar 27, 2021 9:12 pm | ||||||||||||||||||||||||||||||
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Update to r3
Posted: Sun Mar 28, 2021 12:11 pm
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A new build, r3, of Snepzhen Solitaire is now available:
Work still to do: -> Title screen -> Card artwork improvements -> Options (change background colour, cursor design, etc) -> Sound effects Changelog: r3: Animation for winning, dragon buttons. RNG improvement. r2: Animation when auto-placing cards with button 2 + code tidyup r1: Fixup for real H/W + Animation for dealing, cancelling r0: Initial release |
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Posted: Tue Mar 30, 2021 8:41 pm | ||||||||||||||||||||||||||||||
Interesting solitaire... I still have to learn how to play it properly but it's a matter of time, as with all card solitaires. Nice card animations, reusing VRAM tiles for both cards on the table and for sprites is a good idea.
Question: why did you write your own SRAM access functions instead of simply using the devkitSMS provided ones? Is there anything you didn't like with those? |
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Posted: Tue Mar 30, 2021 9:53 pm | ||||||||||||||||||||||||||||||
I didn't actually realize that devkitSMS already had SRAM access functions. I must have had a typo when I first went searching, as I didn't get any results. I do see them now though, and will likely switch to using them in the next update. |
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Posted: Tue Mar 30, 2021 10:24 pm | ||||||||||||||||||||||||||||||
Here's the wiki section for that, and that page links to an example usage on this very forum :) |
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Update to r4
Posted: Thu Apr 01, 2021 1:25 pm
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A new build, r4, of Snepzhen Solitaire is now available:
Work still to do: -> Card artwork improvements -> Sound effects? Changelog: r4: Menu, choice of background colours and cursors. devkitSMS SRAM access. r3: Animation for winning, dragon buttons. RNG improvement. r2: Animation when auto-placing cards with button 2 + code tidyup r1: Fixup for real H/W + Animation for dealing, cancelling r0: Initial release |
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Posted: Sat Apr 03, 2021 5:20 am | ||||||||||||||||||||||||||||||
Works very well. I have played a few games but I have yet to win. Is it always possible to win? If not, out of 10 sessions, how many can I expect to finish?
One thing I would really like is playing it with a Megamouse! (I can share the work-in-progress input "library" I have developed for my sms-a-sketch entry if you'd like. It also supports the Sports pad and Graphics board) |
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Posted: Sat Apr 03, 2021 10:35 am | ||||||||||||||||||||||||||||||
No, like regular Klondike solitaire it is not always possible to win. It can also be hard to predict when a move you make might make it impossible to win (eg, filling one of the top-left spaces with one card when finishing required the space to be saved for a different card). I haven't kept any exact statistics, but I manage to complete around half of the games I properly start. Sometimes I'll abandon and try for a new deal before moving the first card if the start doesn't look possible.
While I don't think I'll find time to do that at the moment, it sounds like it could be a fun way to extend the game in the future :3 |
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Update to r5
Posted: Sat Apr 03, 2021 12:39 pm
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A new build, r5, of Snepzhen Solitaire is now available:
Work still to do: -> Card artwork improvements -> Sound effects? Changelog: r5: Bug fixes for sprite wrap-around and dragon buttons. r4: Menu, choice of background colours and cursors. devkitSMS SRAM access. r3: Animation for winning, dragon buttons. RNG improvement. r2: Animation when auto-placing cards with button 2 + code tidyup r1: Fixup for real H/W + Animation for dealing, cancelling r0: Initial release |
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Posted: Mon Apr 05, 2021 10:54 am | ||||||||||||||||||||||||||||||
Not sure if this helps but here is a code sample that uses the devkitSMS SRAM access functions also. |
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game gear port
Posted: Mon Nov 14, 2022 9:47 am
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I'm trying to port this lovely piece of homebrew to gamegear
https://github.com/Strugglemeat/shenzhen-solitaire-gamegear for the code I've reduced the card height by 16px but I want to keep them the same width, so I need to move the 'camera' around. I've set up an offsetX variable for all of the SMS_loadTileMapArea calls to be offset, but I can't get it to work properly with the left/right buttons. if anyone wants to take a look and give me some tips, I'd be greatly appreciative! |
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Posted: Mon Nov 14, 2022 9:55 am | ||||||||||||||||||||||||||||||
You could use the hardware scroll register, without modifying the SMS_loadTileMapArea calls at all. When you move left, scroll the BG to the right and vice versa. See SMS_setBGScrollX. |
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Posted: Mon Nov 14, 2022 12:53 pm | ||||||||||||||||||||||||||||||
that's an awesome idea! thanks, I'll try it
edit: got it working, just need to fix the position of the cursor |
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Posted: Tue Nov 15, 2022 10:01 am | ||||||||||||||||||||||||||||||
sure, of course you have to 'compensate' for the BG offset, but that's pretty easy. |
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Posted: Tue Nov 15, 2022 12:03 pm | ||||||||||||||||||||||||||||||
thanks again for your help! here's a mostly fixed and done game gear port (attached)
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Update 23.06
Posted: Thu Jun 08, 2023 1:30 pm
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It's been a couple of years, but I've picked this back up and have made some improvements:
* Dragon cards now flash when they are available * More table colour scheme options * Pixel-art snow leopard face card * The cursor can now be moved between the foundations and tableau using dpad up/down instead of having to use left/right to wrap-around ROM and source are included as an attachment |
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