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Posted: Tue Jul 25, 2023 12:08 pm |
Ahhh, okay. Yeah, that looks way better.
As long as it's not jarring, still on the fence with it tbh.
I'll play around with it. I was trying to get closer to the original arcade version when I first created things. |
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Posted: Wed Jul 26, 2023 10:52 am |
[quote="xfixium"]
I was looking the video again and comparing with original arcade and NES. Seems that flames in below of screen are minus intense (small) tban other 2 versions. In arcade and NES the flames occuped great portion of screen. You will keep maintain the actual size of flames? |
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Posted: Wed Jul 26, 2023 12:05 pm |
Probably not. The n*s and arcade versions have bigger vertical resolutions. I was more concerned about keeping the same playable area intact. There are also some other reasons behind the limitation, although, I could possibly overcome those issues if necessary. |
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Posted: Fri Aug 25, 2023 2:02 am |
Really looks great so far, man this is a tall task to re-develop the entire game. | |
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Posted: Sat Aug 26, 2023 9:47 am |
Not sure if Louis is working on other songs, but I also gave the music a shot. Starting with the shortest song in the game :)
Let me know if you think it needs some tweaking. Feel free to use it (in fact, i'd be honored). |
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Posted: Sat Aug 26, 2023 10:53 am |
And another short tune
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Posted: Thu Aug 31, 2023 8:05 pm |
Oh damn those sound amazing! Much better than anything I would've been able to come up with O_O | |
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Posted: Sat Sep 02, 2023 9:41 pm |
I feel you there. Currently working on a port of Final Fantasy I and the vertical squish has been gnarly to work around since all of the UI elements are designed to fit in a 256x240 screen space, including Japanese characters. I squished it all, but now a Japanese translation would be much harder to make. Best of luck on this though! |
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Posted: Wed Sep 06, 2023 9:38 am |
I'm working on the level 2 music.
I've also slightly updated the other 2 songs. Comments or ideas are welcome. |
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Posted: Wed Sep 06, 2023 10:01 am |
Very good! Let´s see how you will go with Technodrome track. |
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Posted: Wed Sep 06, 2023 10:29 am |
Do you mean the boss theme, or another track? | |
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Posted: Wed Sep 06, 2023 11:39 am |
This song is amazing. Changing the instruments and rithms |
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Posted: Thu Oct 05, 2023 3:56 am |
I wanted to comment on this much earlier, but I didn't get the time to sit down and really listen to these tracks. They sound phenomenal so far! |
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Posted: Thu Oct 05, 2023 7:15 pm |
Thanks!
I just realized that the level 2 song sounds much better an octave down, which was an easy fix. What do you think? |
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Posted: Thu Oct 05, 2023 7:22 pm |
Oh yeah, big difference. Much easier on the ears, frequency wise. Digging what you're doing with the bass channel. |
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Posted: Thu May 02, 2024 9:45 am |
Keep up the amazing work!
Your dev update and the FM track from Louis The Sega Nerd inspired me to make this: You can find the vgm in the video description. |
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Posted: Thu May 02, 2024 2:52 pm |
Man, you are a real genius. I don't usually write here, but everything you do is amazing. Congratulations! |
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Posted: Thu May 02, 2024 8:12 pm |
Amazing stuff, truly talented! I placed your two tracks in from prior, if you don't mind. WIP: https://pyxosoft.com/projects/sms_tmnt/videos/tmnt_0011.mp4 there are some minor glitches. But it basically finishes up phase 1 of development. |
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Posted: Fri May 03, 2024 2:37 am |
I don't mind at all :). Will you use the new tune at the intro before and during the title screen? And many thanks for another video update! I don't see any glitches except the little glitch at the top of the screen when scrolling down. Otherwise it looks perfect to me. And those voice samples are really the cherry on top. Also I had an idea about the sprite limit. Would it be possible to combine normal sprites and background sprites? Use the background sprites for less active enemies that are not moving or attacking. I guess it's not easy to make it work, but it may help get the flickering down. |
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Posted: Fri May 03, 2024 4:34 am |
If you don't mind?
Yeah thatz be one of them. Plus some odd sprite glitches where sprites are at the wrong coordinates for a split second. (In the Fire!! scene, when the turtles jump off the roof) Not sure what the deal is there, as the spritez stuff is done at the correct times, via DevKit's new metasprite feature. (Which is quite a nice feature)
I will try to reduce where I can. For Castlevania I made the candles BG tiles instead of sprites. Saves a little flicker. Hopefully there will be chances to reduce sprite use. I know the N*s game uses a separate sprite for the turtle's weapon, due to palette constraints. Maybe the MS version will fair a little better, since it doesn't have that issue. |
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Posted: Fri May 03, 2024 9:19 am |
If you advance frame by frame in an emulator, you could probably tell what's going on. Hard to see in the video. |
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Posted: Fri May 03, 2024 11:54 am |
Aye, I had done this a bit ago. It's very odd. I can't even explain it. And it happens on every SMS game I've ever dev'd for. My plan was to create a base project displaying the glitch, and present it, so that more experienced eyes can take a look at it. It happens on Emulicious, Kega, and on real hardware. The glitch only seems to happen if the sprite coordinates differ from one frame to another. This is a small gif showing the issue in Castlevania (This was just easier for me to show): https://pyxosoft.com/projects/sms_castlevania/castlevania.gif In the vid it shows Simon's meta sprite for his second attack frame, but for a fraction of a second, it retains the last frame's meta sprite coordinates. Which differ in Simon's top half between those two frames. And when hovering over those sprites in Emulicious, it looks like the graphic itself is out of position, but reports the sprite coordinates are in the correct position. Output from SMS Tile Studio for DevKit SMS: // classic_simon_attack_right
unsigned char const classic_simon_attack_right_00[] = { -8, 0, 0, 0, 0, 2, 0, 16, 4, 8, 16, 6, METASPRITE_END }; unsigned char const classic_simon_attack_right_01[] = { 0, 0, 8, 8, 0, 10, 0, 16, 12, 8, 16, 14, METASPRITE_END }; unsigned char const classic_simon_attack_right_02[] = { 0, 0, 16, 8, 0, 18, 0, 16, 20, 8, 16, 22, METASPRITE_END }; unsigned char const *classic_simon_attack_right_frames[] = { classic_simon_attack_right_00, classic_simon_attack_right_01, classic_simon_attack_right_02 }; SMS Tile Studio: https://pyxosoft.com/projects/sms_castlevania/castlevania_001.png https://pyxosoft.com/projects/sms_castlevania/castlevania_002.png |
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Posted: Fri May 03, 2024 12:10 pm |
this is very weird, and I suspect the only chance for this to happen would be if you update the SAT midframe
as you by chance calling SMS_copySpritestoSAT before SMS_waitForVBlank? |
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Posted: Fri May 03, 2024 12:24 pm |
I am calling it (More precisely, the unsafe version of it) right after SMS_waitForVBlank(). Now, I do call SMS_initSprites(); right after that copySpritestoSAT call. Could that be affecting things? |
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Posted: Fri May 03, 2024 12:31 pm |
It shouldn't, as it simply resets the sprite counter, but you've already 'flushed' the sprite list to VRAM when that happens... So I have no further ideas. If you wish you can privately send me a small test ROM and I can investigate... |
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Posted: Fri May 03, 2024 12:56 pm |
I figured as much. It makes no sense to me. I'll put together some source/binary. |
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Posted: Fri May 03, 2024 1:13 pm |
also, there's a bit in a certain VDP register that makes all the sprites appear 8 pixels to the left, so I'm wondering if it's possible you're writing there by mistake... are you using line interrupts? | |
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Posted: Fri May 03, 2024 3:26 pm |
I use them in Castlevania, but not during game play. Instead, opting to use the lock horizontal bit VDP feature (Which, maybe is an IRQ under the hood), since the game is only using 2 rows. I believe I found the issue. The missing component to this, that I forgot to disclose, is that I'm streaming in tiles for Simon. It's a timing issue between UNSAFE_SMS_VRAMmemcpy128 calls and where I'm calling UNSAFE_SMS_copySpritestoSAT. There's a frame where the tiles update via streaming, then active screen occurs, and then the sprites update. Giving it that glitch for just a slight moment. |
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Posted: Fri May 03, 2024 4:13 pm |
no, it's not, it's an hardware feature of the VDP, the CPU doesn't get any interrupt
I see. You should probably update the sprites and Simon tiles in the same vblank, there should be enough time for that. |
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Posted: Fri May 03, 2024 5:03 pm |
Very nice
Definitely doable |
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Posted: Wed May 08, 2024 2:24 am |
Please do. I'm just happy the songs are used in a game at all. You can use any of my songs.
Finally worked on that song as well. Tried to give the instruments different timbres by using different vibrato. I don't think there is much more you can do. The periodic noise is already used for bass, so it's no option to use it for lead either. Beside the timbres, there are still things that can be improved. But at the moment i don't know how or what. Suggestions are welcome. |
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Posted: Wed May 08, 2024 9:12 am |
Nice. Like you said maybe the main part can be improved. The accelarated part are perfect to me. |
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Posted: Fri May 10, 2024 1:26 am |
Awesome sauce! I threw together a first pass design for the Technodrome stage with your wip tune: https://pyxosoft.com/projects/sms_tmnt/videos/tmnt_0012.mp4 |
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Posted: Fri May 10, 2024 11:39 am |
Playing this on a physical SMS someday is going to be amazing!! Looks and sounds incredible. Imagine if the SMS had gotten these titles back in the day. | |
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