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View topic - [Coding competition 2014] BOoM by ichigobankai and Vingazole

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[Coding competition 2014] BOoM by ichigobankai and Vingazole
Post Posted: Thu Mar 27, 2014 5:02 pm
http://www.smspower.org/Homebrew/BOoM-SMS

*MOD* Added version 1.1 (April 5)



Quote
BOoM, based on a well known battle game (bomberman)
You need a homemade multitap to play it correctly with up to 3 friends on Hardware.
No emulator can run properly the game (you control all players at the same time...)

My very first program in C, an dmy first ever program for our dear Master System.
I've used z88dk, but the project will slightly move to SDCC which seems to be much much more better & optimized than z88dk.
My friend Vingazole converts critical things into asm (because z88 is slow & not optimized !)

Unfortunately, it's unfinished, i've only started this 4 weeks ago.
Graphics ripped from few bomberman games, edited to fit the console limits.

With this multitap, I've got other multiplayers game in Mind now ^^

Original Multitap code/scheme by Furrtek.
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Post Posted: Thu Mar 27, 2014 11:26 pm
What can I say... nice graphics, classic gameplay and an interesting use of custom hardware. ;)
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Post Posted: Fri Mar 28, 2014 1:34 am
I hope this game gets finished. I really like bomber man games!
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Post Posted: Fri Mar 28, 2014 5:07 am
So much potential in it, and I love the multitap design.
Just a word of warning - it can and will ruin Mega Drive pads. Raising ground of a logic chip is very very unhealthy when other signals go below it !
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Post Posted: Fri Mar 28, 2014 7:57 am
Thanks guys ;)

I'll add random generated playfield (destructable blocs) next week I think,
I've also imagined a "level select" (with thematic playfields like green hill, monster land....) but before adding select stage/music etc. the project will move to SDCC.

I found an interesting comparison between z88dk and SDCC : http://www.cpcmania.com/Docs/Programming/SDCC_vs_z88dk_Comparing_size_and_speed....

Thanks TmEE for the warning !
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Post Posted: Fri Mar 28, 2014 3:14 pm
Very nice graphics. Gameplay seems smooth, as far as I can judge without a multitap.

I wasn't able to run it in Emulicious at all, though, and it crashed in KegaFusion after a minute or so.
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Post Posted: Fri Mar 28, 2014 6:09 pm
How hard would be to release a 2 player version using the standart controller ports?
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Post Posted: Fri Mar 28, 2014 8:51 pm
Quote
How hard would be to release a 2 player version using the standart controller ports?

On a scale of 1 to 10, I'd say 0 ;)
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Post Posted: Sat Mar 29, 2014 4:13 am
So I'm assuming I can't use a Mega Drive multitap to play this.
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Post Posted: Sat Mar 29, 2014 6:37 am
Yes...you need the specific multitap made for it.

I've added/fixed chained explosions, fixed some little things (animated death / results). I'll send a new version when i'll add the random/destructible playfield blocs.
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Post Posted: Sat Mar 29, 2014 1:28 pm
vingazole wrote
Quote
How hard would be to release a 2 player version using the standart controller ports?

On a scale of 1 to 10, I'd say 0 ;)



Well, then. Could you release along with the original version?
that way i could test on a real hardware.
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Post Posted: Sat Mar 29, 2014 8:22 pm
I hacked the last ROM that ichigobankai sent me, as I don't have the source code of the game...

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Post Posted: Sun Mar 30, 2014 6:14 am
TmEE wrote
So much potential in it, and I love the multitap design.
Just a word of warning - it can and will ruin Mega Drive pads. Raising ground of a logic chip is very very unhealthy when other signals go below it !
Oh man, I was going to try it on my Mega Drive but now I think I'l pass....
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Post Posted: Sun Mar 30, 2014 6:52 am
I'm pretty sure that's only megadrive pads used with this specific multitap which is dangerous for them.

TmEE will confirm that (I hope ^^)
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Post Posted: Sun Mar 30, 2014 8:25 am
All pads that have a chip in them will suffer. SMS pads have nothing so it works on them. Same thing with Sega SC-3000. MD pads will hate being connected to it or any other pads with chips as they use same kind of logic to select pads ("remove" ground). The ESD pretection diodes will go into overdrive and eventually burn out with the chip.
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Post Posted: Sun Mar 30, 2014 2:39 pm
White player starts powered up but not the black player!

It's a cool base to have this running. Would be lovely to see the game finished with bricks and some items.
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Post Posted: Sun Mar 30, 2014 6:35 pm
Yes, I've initialized the white player with a x3 long flame (instead of x1) just to "test".
I think random arena with breakable blocs/items will be ready this week ;)
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Post Posted: Sun Mar 30, 2014 9:37 pm
vingazole wrote
I hacked the last ROM that ichigobankai sent me, as I don't have the source code of the game...


Thank you!!

Just a small issue I have with the controls:
when you are facing a block in your left for instance, you have to release the left button and than press the up/down to move your caracter. I think will be much more intuitive if you allow the up/down buttons even if the left button is pressed. Other than that, is really nice to see a Bomber Man game on the Master System
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Post Posted: Tue Apr 01, 2014 10:11 pm
Random blocs in arena added ;)
Need to code blocs explosion / items & pickup before an update.
boom-09.png (4.48 KB)
boom-09.png
boom-10.png (5.08 KB)
boom-10.png
boom-07.png (5.11 KB)
boom-07.png

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Post Posted: Wed Apr 02, 2014 1:43 am
Nice!
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Post Posted: Thu Apr 03, 2014 4:15 pm
"Exploding" blocs added, now you can "nearly" play it for real ^^
need only some items.
I hope it will be done before saturday.


boom-174.png (6.4 KB)
boom-174.png
boom-182.png (6.37 KB)
boom-182.png

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Post Posted: Sat Apr 05, 2014 7:52 am
Items & pickup done.
Need to fix some tiny bugs, but can be played.
No more update now, until the project have been moved to SDCC.


boom-304.png (4.76 KB)
boom-304.png
BOoM v1.1.zip (26.07 KB)

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Post Posted: Sat Apr 05, 2014 1:57 pm
This is a really nice port, palette choice is very accurate I think.

Just wanted to tell I have added emulation of that homemade multitap in Genesis Plus GX using the schematic you provided:
https://github.com/ekeeke/Genesis-Plus-GX/commit/df6dbe855ad4689c5fb6d06ea9a5271...

Tested last version on Wii with 2 other casual players, the fun is definitively still there ;-)
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Post Posted: Tue Apr 08, 2014 6:20 pm
Thanks Eke, I must try this on my wii !

While my friend Vingazole look at SDCC, I've started to draw some cover art.

Edit. Cover art finished ;)

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Post Posted: Wed Apr 23, 2014 11:17 pm
Some little news !

Vingazole have nearly finished to set up SDCC.
Seems to work very well.

I've started to organise datas into 16ko banks, make some arenas with Tiled editor (a great tilemap editor), edit some new arenas GFX.

Receive Multitap prototypes (drawn with eagle few weeks ago)

Board game pcb routed, will be sent to fab to make protos soon .
DSC00058 - copie.jpg (170.9 KB)
DSC00058 - copie.jpg

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Post Posted: Sat Apr 26, 2014 11:16 pm
At last, one prototype soldered and its working as expected :)

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Post Posted: Sun Apr 27, 2014 8:39 am
^ very very awesome :D
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Post Posted: Sun Apr 27, 2014 9:18 am
where did you buy those nice DB9? (both the male and the female)
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Post Posted: Sun Apr 27, 2014 9:38 am
I've found them on http://www.te.com/en/home.html

Unfortunately i will not use them on the boards because they are very expensive (~5$ / each), even on Chinese market like taobao.

Those ones are free samples ;)
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Post Posted: Sun Apr 27, 2014 1:42 pm
thank you, I found it.
How about the cable, is it from TE as well?
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Post Posted: Sun Apr 27, 2014 1:43 pm
Nope, from ebay.
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Post Posted: Wed Apr 30, 2014 3:03 pm
This MasterTap is an amazing homebrew piece!! BOoM is a homebrew game created to make use of this MasterTap (what could happen if we throw both BOoM and a MasterTap in a Time Machine back in the early 90s? LOL), but can be possible to get some SMS games, like California Games for example, and hack them to have suporte to this piece? As California Games can be played to 8 players (alternating), two MasterTaps can be used, one for each controller port.

I have some questions... It's possible to make the game recognize if the MasteTap is pluged or not on SMS to enable/disable the support? If yes, there's some plan to update BOoM to have this feature? With this, the game can be played with and without the MasterTap.
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Post Posted: Sat May 10, 2014 10:39 pm
Can you add options for Mega Drive 4 player multitap (official Sega version) and the EA 4 Way Play?
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Post Posted: Fri Aug 01, 2014 6:13 pm
Technically, the Mega Drive multitap is compatible with the SMS hardware (except on Japanese consoles), but it requires specific code in the game to support it. It would require a bit of investigation as to what the multitap does when an SMS pad is inserted but most likely works as well as using an SMS pad in a Mega Drive game ever does.

So, who wants to offer to donate a multitap to the developers so they can code support for it?
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Post Posted: Sat Aug 02, 2014 1:15 pm
What about a J-Cart? Would be AMAZING! :D
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Post Posted: Fri Aug 23, 2019 1:27 am
Maxim wrote
So, who wants to offer to donate a multitap to the developers so they can code support for it?


OMG. OMG. Just saw this, so allow me to revive this thread.

Could I donate a Sega Tap so Vingazole and Ichigobankai can consider adding support for a Megadrive multitap? I can offer model HAA-2652.

I have fantasized in the past with having 4 player games on the SMS. Having to solder your own multi-tap is a tall order, but being able to use ready-made Megadrive hardware would be a dream come true.
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Post Posted: Fri Aug 23, 2019 6:23 am
Thank you ;)

I've bought the same MD adapter years ago and...no, it's not compatible with SMS pads (due to TH line from memory)
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Post Posted: Fri Aug 23, 2019 10:12 am
Ouch. The sadness...
I see, so no dice because of pin 1 / line 7.

Thank you very much for the quick reply, at least now I know XD

Wait... could the game theoretically work with 4 Megadrive controllers? (starry eyes)
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Post Posted: Fri Aug 23, 2019 1:40 pm
It's been said that this multitap would be dangerous for Mega Drive controllers.
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Post Posted: Fri Aug 23, 2019 5:19 pm
Tom wrote
It's been said that this multitap would be dangerous for Mega Drive controllers.


Thanks, but I meant a standard Megadrive multi tap with 4 MD controllers. I did read the warning about the homebrew Master Tap ruining MD pads.

TmEE wrote
Just a word of warning - it can and will ruin Mega Drive pads. Raising ground of a logic chip is very very unhealthy when other signals go below it !
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Post Posted: Sat Aug 24, 2019 3:34 am
While I'm sure I'm wrong plenty of the time, I don't immediately see why the Mega Drive adaptor wouldn't work on an SMS.
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Post Posted: Sat Aug 24, 2019 6:57 am
I didn't perform the tests myslef . That was Vingazole (and I do not have the adapter right now). So i trust him ^^

He is in convalescence since january, i'll try to contact him if he can explain/bring some light on this.
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Post Posted: Sun Aug 25, 2019 9:48 am
Somehow I missed this entire thread, Bomberman is one of my favourite games.

I was maybe 10 years ago working on my own SMS clone to be titled Alex Kidd in Bomberworld, themed with Alex in place of Bomberman.

I got as far as the title/menu select screen before I lost everything in a HDD failure and never got around to rewriting everything.

I had intended to also make a custom multitap, my plan was to have shift registers on each port (two controllers per port) and poll the status of each pad sequentially. Whether the SMS would have been capable of polling all four fast enough I'm not sure but never got to the prototype stage.
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Post Posted: Sun Aug 25, 2019 8:50 pm
Ummmh technically Shift Registers would work, but electronics boards must been created, and Z80 codding is needed.

Just only another idea, just plugged P1 with Megadrive 6 Button Pad:

(UP, DOWN, LEFT, RIGHT, A, B, C, X, Y, Z, MODE, START)

It is 12 bits, for Master System is needed only 6 bits x pad
(UP, DOWN, LEFT, RIGHT, 1=A, 2=B) for Player 1
(C=UP, X=DOWN, Y=LEFT, Z=RIGHT, 1=MODE, 2=START) for Player 2

Then plugged P2 with another Megadrive 6 Button Pad:

Idem for Player 3 & 4


Codding for reading is already done, and only just to hack 2 Megadrive pads soldering 2 DB9 ports

(Mapping buttons is only for example)

http://www.smspower.org/Homebrew/MegaDrive6ButtonControllerTest-SMS
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Post Posted: Wed Jul 01, 2020 1:50 pm
Maxim wrote
While I'm sure I'm wrong plenty of the time, I don't immediately see why the Mega Drive adaptor wouldn't work on an SMS.


Actually the Mega Drive Multitap works only with the Mega Drive controllers, not with the Master System ones.

I intend to "work" on this (and many other retrocoding stuff) soon but I must find a REAL job before.
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