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[Coding competition 2012] Radical Rat SMS by TmEE
Posted: Tue Mar 27, 2012 4:31 pm Last edited by Maxim on Thu Apr 05, 2012 12:34 pm; edited 2 times in total |
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http://www.smspower.org/Homebrew/RadicalRatSMS-SMS
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Posted: Wed Mar 28, 2012 11:57 am | |||||||||||||||||||||||||||
This looks VERY promising.
The options screen looks really good and it's not something you get very often on SMS. If this is finished, i can see myself playing it a lot. A good platformer always has a place in my gaming. |
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Posted: Wed Mar 28, 2012 12:00 pm | |||||||||||||||||||||||||||
Side scrolling run and gun games are one area where the Master System doesn't have too many stand out games. I'd certainly like to see what you can come up with for this game in the future. | ||||||||||||||||||||||||||||
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Posted: Wed Mar 28, 2012 12:25 pm | |||||||||||||||||||||||||||
It eventually ends up as something like Contra is, except with different thematic and other quirks
I got plans to get the game available on cartridge in future. I would release an emulator compatible demo with some levels and a boss before that. Cart game cheats a bit and uses DMA for massive animation capabilities ^^ EDIT: attached update as christuserloeser suggested [Admin: now in the first post and on the site] |
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Posted: Sat Apr 07, 2012 8:43 pm | |||||||||||||||||||||||||||
I'm looking forward to the finished version. It seems to be a bit incompatible right now, SMSPlus GX doesn't like it :) But the presentation is great and I can understand about being sidetracked by the tools :) | ||||||||||||||||||||||||||||
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Posted: Sun Apr 08, 2012 10:26 am | |||||||||||||||||||||||||||
It works perfectly on a real SMS1 and SMS2 without any glitches, I wonder what it might do to upset that emulator...? I mostly use Kega Fusion, Emukon and Meka for testing (and real hardware too).
I got proper hot-spot based ground detection, and I will proceed to add walls detection after displacing decompression buffer so I can no longer jump on objects that appear on far right on the left side of the screen... Real jumping is easy stuff in my implementation, I just got to add a counter to stop giving player more acceleration and thus limiting the jump height while giving variable jump height based on how many frames was the button held ^^ |
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Posted: Sun Apr 08, 2012 1:10 pm | |||||||||||||||||||||||||||
I'm sorry TmEE but I must tell you that it doesn't work very well on my PAL-SMS2 through my Everdrive : the background tiles are just garbage on my TV screen... |
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Posted: Sun Apr 08, 2012 2:23 pm | |||||||||||||||||||||||||||
interesting... I have no everdrive, I just use a gutted original cart... I wonder if other people have issues on everdrive aswell ?
I've not had problems on Sonic BIOS SMS2 or Alex Kidd SMS2 or v2.4 SMS1 (hang on + safari hunt) |
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Posted: Sun Apr 08, 2012 5:55 pm | |||||||||||||||||||||||||||
Maybe padding to a 'normal' size might help? | ||||||||||||||||||||||||||||
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Posted: Sun Apr 08, 2012 6:29 pm | |||||||||||||||||||||||||||
I can confirm that I have the same issue when running the game through my Everdrive. Interestingly, I have noticed the Everdrive being odd (corruption of tiles) with another of my ROMs - one which works perfectly when burnt to an EPROM. |
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Posted: Sun Apr 08, 2012 7:33 pm | |||||||||||||||||||||||||||
I attached a padded version of the ROM (along with some other enhancements).
Reason I don't pad is that it shaves off precious seconds when flashing the file :P |
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Posted: Wed Feb 25, 2015 6:44 am | |||||||||||||||||||||||||||
Nice addition. Looking forward to the releases. | ||||||||||||||||||||||||||||