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Post Posted: Tue Sep 12, 2017 10:37 pm
"Artificial intelligence uses less than two minutes of videogame footage to recreate game engine"

https://techxplore.com/news/2017-09-artificial-intelligenceuses-minutes-videogame-footage.html

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Post Posted: Wed Sep 13, 2017 1:06 pm
Super impressive! Even though I sense a dark future where robots have all the retroprogramming fun of converting classics from one console to another...
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Post Posted: Thu Sep 14, 2017 10:47 pm
VR Goggles for the C64

https://www.youtube.com/watch?v=3Rr1DZsJDMQ

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Statically Recompiling NES Games into Native Executables with LLVM and Go
Post Posted: Fri Sep 15, 2017 12:46 pm
http://andrewkelley.me/post/jamulator.html

It falls apart when games get too tricksy, but dumb codegen fed into a bunch of optimisers is actually quite a cunning way to do the port.

It's similar to the JIT efforts of some of the JavaScript SMS emulators.
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Post Posted: Wed Sep 20, 2017 10:17 pm
Machine Learning is Fun Part 7: Abusing Generative Adversarial Networks to Make 8-bit Pixel Art

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Post Posted: Fri Sep 22, 2017 1:43 am
Someone managed to implement a RCA Studio II emulator for the Intellivision:

http://atariage.com/forums/topic/260554-studiovision-an-rca-studio-ii-emulator-for-the-intellivision/

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Post Posted: Sat Sep 23, 2017 11:20 pm
This is one of my own. :P

BlocklyVN32x is a visual editor that allows anyone to make visual novels for the Sega 32X with no programming knowledge.

Basically, it uses Blockly to edit the program visually, generates a C source file from that, does the necessary image conversions, and then compiles everything into a 32X ROM.

Video: https://youtu.be/dh5M_RHXBfg

Version 0.7.0: https://github.com/haroldo-ok/BlocklyVN32X/releases/download/v0.7.0/blocklyvn32x-portable-0.7.0.exe

GitHub: https://github.com/haroldo-ok/BlocklyVN32X/

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Dino Dini fixes Dino Dini's Soccer
Post Posted: Sun Oct 01, 2017 11:57 pm


The original author demonstrates a game breaking bug triggered by emulators, and then proceeds to show how to avoid it...

(The random number generator state is stored in SRAM and will get stuck if that state is zero, which would rarely happen on a real cartridge. The check to get it out of the zero state is broken because the movp opcode doesn't set the zero flag, which regular mov does. He eventually manages to edit the SRAM file and the game starts having a proper RNG again. He codes like a grumpy old man :)
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Exploring Megadrive Aladdin source code
Post Posted: Wed Oct 11, 2017 7:29 pm
Someone at GameHistory stumbled on Aladdin source code, it hasn't been released but they made a nice write-up about it and disabled game features:
https://gamehistory.org/aladdin-source-code/
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Post Posted: Wed Oct 11, 2017 10:57 pm
Somehow I couldn't bring myself to do that for the Barbie source code...
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Post Posted: Thu Oct 12, 2017 8:09 am
the 'chopper' tool mentioned there would be such a nice tool for us to have... or can we get some similar tool somewhere anyway?
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Post Posted: Thu Oct 12, 2017 10:49 am
Our WIP Lashiec tool! Using it currently for Antarex project


A2D4ED29-EE7A-4258-BE22-AE5268730EFE.jpeg (185.3 KB)
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A2D4ED29-EE7A-4258-BE22-AE5268730EFE.jpeg

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Post Posted: Thu Oct 12, 2017 11:34 am
How 3D was achieved in Toy Story on Genesis from the guy that programmed Sonic 3D/R



(has lots of other interesting new content on his channel also)
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Post Posted: Thu Oct 12, 2017 12:33 pm
kusfo wrote
Our WIP Lashiec tool!


seems nice! is it available? can be tweaked to use only 8x8 -or- 8x16 pixel sprites? does it support only 8-pixel aligned x and y offsets?
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Post Posted: Thu Oct 12, 2017 4:19 pm
For now it's only for sega megadrive, but probably it could be adapted to master system without much effort.

We'll make it public when it's less buggy...but if you want to try it, I can give you access to it...
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Post Posted: Thu Oct 12, 2017 6:53 pm
It lloks great for Génesis, which, i suppose, lets you load more sprites than máster, or reload when needed way faster than sms...
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Post Posted: Sat Oct 14, 2017 3:59 pm
kusfo wrote
For now it's only for sega megadrive, but probably it could be adapted to master system without much effort.

We'll make it public when it's less buggy...but if you want to try it, I can give you access to it...


If it'll be open-source then I will see if I can add SMS specific features. If you don't plan to release the sources but you'll make that public anyway, we can somehow work together to add the SMS specific features.
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Post Posted: Sat Oct 14, 2017 4:16 pm
It'll be totally open-source, but now is too "antarex-centric". In any case, I can grant you acces to the gitlab repository if you want.
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Post Posted: Sat Oct 14, 2017 9:12 pm
no rush, I'll check it out when it's released :)
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Post Posted: Thu Nov 16, 2017 10:13 pm
Technical explanation on how the rotating tower on Mickey Mania was done:



Pretty simple, once explained. Sounds like something that could be done on the SMS, too. ;)
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Post Posted: Fri Nov 17, 2017 1:13 am
Nebulus on c64 used the technique as well as Battletoads on the nes.

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Post Posted: Fri Nov 17, 2017 7:03 am
He describes it as inspired by Nebulus. In general his videos are all interesting, well made, and horribly titled.
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Post Posted: Fri Nov 17, 2017 11:00 am
haroldoop wrote
Technical explanation on how the rotating tower on Mickey Mania was done:



Pretty simple, once explained. Sounds like something that could be done on the SMS, too. ;)


I've been considering whether many of his hacks would work on SMS but to my inexperienced mind it seems the SMS VDP is too limited to use the same tricks (things like lower sprite limit and no direct pixel addressing).
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Post Posted: Fri Nov 17, 2017 3:09 pm
djbass wrote
haroldoop wrote
Technical explanation on how the rotating tower on Mickey Mania was done:



Pretty simple, once explained. Sounds like something that could be done on the SMS, too. ;)


I've been considering whether many of his hacks would work on SMS but to my inexperienced mind it seems the SMS VDP is too limited to use the same tricks (things like lower sprite limit and no direct pixel addressing).


Yes, most of them couldn't be done on the SMS. The spinning tower trick, though, seems well within its capabilities, at full 60 fps, though the number of platforms would have to be reduced. The first person trick used on Toy Story could also be done, though with a lower resolution and lower frame rate.
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Post Posted: Sun Jan 28, 2018 1:24 pm
Looks like someone is making a game-making tool for the NES:


https://www.kickstarter.com/projects/1316851183/nesmaker-make-nes-games-no-codin...
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Post Posted: Sun Jan 28, 2018 9:29 pm
Ummm.... Last post make me remember tululoo gamemaker, the awesome tool with i began to learn JavaScript. As It has the src Code released' could be interesting a change in its backend to do an sms maker. Could need an genéric engine too, but the one It has It was flexible (a Sort of flixel, but simpler) i made three or four games on It and It was a pleasure!
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Post Posted: Sun Jan 28, 2018 11:50 pm
eruiz00 wrote
Ummm.... Last post make me remember tululoo gamemaker, the awesome tool with i began to learn JavaScript. As It has the src Code released' could be interesting a change in its backend to do an sms maker. Could need an genéric engine too, but the one It has It was flexible (a Sort of flixel, but simpler) i made three or four games on It and It was a pleasure!


I see what you mean:
https://github.com/naiduv/Tululoo
http://tululoo.com/

Well, yes, technically, unless its code does something really crazy (I haven't dived too deeply into its source) it should be possible to adapt it for making games for SMS; the sprite editor would have to be adapted to work with palettes (a lazier option would be to leave the editor as true color, but generate palettes on compilation, but that could lead to suboptimal results) and SMS's VDP hardware restrictions would have to be validated somehow to prevent the game from crashing.

So, basically, there's two ways this could be implemented:
1. Lazy option: Leave the editors as they are; on compilation, the palettes would be generated, the graphic assets would be resized and converted accordingly, the sound effects ignored (or use PSGTalk to make a rough conversion); it would also be the user's responsability to create the scripts according to SDCC syntax.
2. Better option: Create palette editors, make the graphic editors use the palettes, create SMS-compatible SFX/Music editors and make the script editors use SDCC syntax.
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Post Posted: Mon Jan 29, 2018 8:51 am
What about importing music and SFXs in VGM format and convert them?
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Post Posted: Mon Jan 29, 2018 9:59 pm
sverx wrote
What about importing music and SFXs in VGM format and convert them?


That could work too.
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Post Posted: Wed Feb 07, 2018 10:41 pm
haroldoop wrote
eruiz00 wrote
Ummm.... Last post make me remember tululoo gamemaker, the awesome tool with i began to learn JavaScript. As It has the src Code released' could be interesting a change in its backend to do an sms maker. Could need an genéric engine too, but the one It has It was flexible (a Sort of flixel, but simpler) i made three or four games on It and It was a pleasure!


I see what you mean:
https://github.com/naiduv/Tululoo
http://tululoo.com/

Well, yes, technically, unless its code does something really crazy (I haven't dived too deeply into its source) it should be possible to adapt it for making games for SMS; the sprite editor would have to be adapted to work with palettes (a lazier option would be to leave the editor as true color, but generate palettes on compilation, but that could lead to suboptimal results) and SMS's VDP hardware restrictions would have to be validated somehow to prevent the game from crashing.

So, basically, there's two ways this could be implemented:
1. Lazy option: Leave the editors as they are; on compilation, the palettes would be generated, the graphic assets would be resized and converted accordingly, the sound effects ignored (or use PSGTalk to make a rough conversion); it would also be the user's responsability to create the scripts according to SDCC syntax.
2. Better option: Create palette editors, make the graphic editors use the palettes, create SMS-compatible SFX/Music editors and make the script editors use SDCC syntax.


Just to see if they could be used for a possible SMS related tool, I have taken a look at how some of those game creation systems save their projects; some of the most promising so far are:

Tululoo Game Maker:

  • The project is saved in a very straightforward and easy to understand XML file;
  • The images are saved as PNGs;
  • There's no true differentiation between background elements and sprites; some heuristics would have to be applied in order to determine what would be turned into a background;
  • Uses JS as its scripting language; it would be necessary to use a parser to read its structure and then convert it to the C equivalent; of course, only a subset of JS would be supported by such a transpiler;
  • Of course, there's the problem with the images, namely both their size and the palette.


RPGBoss Engine:

  • The project is saved as a bunch of easy to understand JSON files;
  • The images are saved as PNGs;
  • The maps are saved as CSVs representing the layers, plus a pair of JSON files for events and metadata;
  • The scripts for the events are saved inside a JSON file, structured as a kind of AST; it looks like it would be relatively simple to generate C code from that;
  • Of course, there's the problem with the images, namely both their size and the palette.
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Post Posted: Thu May 03, 2018 12:20 am
Someone created a online tool to create simple GB games without coding:

http://game-builder.cpprograms.net/

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Gym Retro
Post Posted: Fri May 25, 2018 9:07 pm
https://blog.openai.com/gym-retro/

Let AI play Master System games for you!
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Post Posted: Tue May 29, 2018 8:18 am
Split discussion of https://brokenbytes.blogspot.co.uk/2018/03/a-48khz-digital-music-player-for.html to http://www.smspower.org/forums/17097-HifiSamplePlayer
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Post Posted: Sat Jun 02, 2018 12:22 am
That's a pretty interesting hardware hack for the NES:

Reverse emulating the NES to give it SUPER POWERS!

Making of "Reverse emulating the NES..."

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Post Posted: Sun Jun 03, 2018 6:27 am
My first thought was that it's on the same level as any "make an enhanced cart by putting modern hardware on it" project - namely, it's just turning the original hardware into a dumb terminal. However, the tricky part is how you manage the limitations within the display capabilities, which is obviously quite hard within the limitations of the N*S PPU. Also, the presentation makes a big difference.

On the Master System, we don't have the luxury (or laziness, depending on how you look at it) of having the video memory exposed to the outside world, making this kind of thing much harder, although tmee's SMSDMA cart gets some of the way there through the keyhole interface we have to video RAM.

Edit: it's the same guy who did LearnFun and PlayFun some years ago, I think mentioned earlier in this thread, and also the automatic 3D rendering of N*S games.
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Post Posted: Mon Jun 04, 2018 7:30 am
Maxim wrote

On the Master System, we don't have the luxury (or laziness, depending on how you look at it) of having the video memory exposed to the outside world, making this kind of thing much harder, although tmee's SMSDMA cart gets some of the way there through the keyhole interface we have to video RAM.


SMSDMA? what's that about? I found the Tmee website to be down...
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Post Posted: Mon Jun 04, 2018 12:02 pm
There's some information spread around the forum, basically putting a microcontroller on the cartridge which steals the bus and can write to the VDP as fast as it can accept data, which is much faster than the Z80 can write.
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Post Posted: Mon Jun 04, 2018 12:10 pm
Sounds nice, but probably the cons would be great, in order to be used in any game...

I would prefer to have audio chips in the cartridge, but that it's also impossible without the audio pin...
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Post Posted: Tue Jun 05, 2018 3:48 am
SMSDMA aint need no analog audio input pin.

Given the way it seems to work by still having the Z80 as the lead CPU, having to limit the sample rate to avoid stealing too many cycles is interesting.
I always assumed it would be easier to just have the cartridge act as the CPU all-the-way.

Of course, I can see how that's not to many people's tastes.
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Post Posted: Wed Aug 29, 2018 11:01 pm
Someone is making a cross-platform library for multiple 8 bit platforms:

Quote

CROSS CHASE


This is a personal project whose goal is the creation of:

the universal 8-bit abstraction layer "Cross Lib" for coding universal 8-bit games
the "universal" 8-bit game "Cross Chase" that has to be a fun and that should run on (nearly) ALL 8 bit computers, consoles, handhelds and scientific calculators using the Motorola 6809, the MOS 6502, the Zilog Z80 and derivatives CPUs. The game will be the proof of concept of how flexible the library is.

How is it this done? This is achieved by having "Cross Lib" provide APIs for the game code. The game and library code are separated:

the game code only depends on the APIs interface and
the APIs do not depend on the game code. Therefore it must be possible to re-use the same library for other games/programs.
The program is written in ANSI C and currently compiled with

CC65 for all 6502 targets (http://www.cc65.org/),
SCCZ80 (from Z88DK) for most Z80 targets (https://www.z88dk.org/),
ZSDCC (from Z88DK) for some Z80 targets (https://www.z88dk.org/),
CMOC for most 6809 targets (https://perso.b2b2c.ca/~sarrazip/dev/cmoc.html),
WinCMOC for some 6809 targets (https://sourceforge.net/projects/cmoc-win32/).
For other targets, GCC6809 for other 6809 targets, sdcc (proper or its CPCTelera version), as well as "GCC for TI" for the Texas TI99/4a are being taken into consideration.


https://github.com/Fabrizio-Caruso/CROSS-CHASE

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Post Posted: Wed Sep 12, 2018 10:53 pm
A REPL tool for Z80 assembly code:

https://github.com/abagames/z80-repl

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Post Posted: Sun Oct 07, 2018 10:23 am
Someone made a fully annotated disassembly of Metal Gear for the MSX.

https://github.com/GuillianSeed/MetalGear
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Post Posted: Sun Oct 07, 2018 12:12 pm
That was done by the mythical Manuel Pazos, very well known in the MSX scene (and author of couple of remakes of "La abadía del Crimen")
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Post Posted: Thu Nov 22, 2018 9:24 pm
Someone managed to make a raycaster for MS-DOS in just 64 bytes.

https://hackaday.com/2018/11/21/tiny-ray-tracer-fits-in-64-bytes/

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badapple.it
Post Posted: Fri Dec 07, 2018 10:44 pm
It's Bad Apple again, in module form, except that the module track view shows you the video.

https://modarchive.org/index.php?request=view_by_moduleid&query=179366

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Post Posted: Tue Dec 18, 2018 9:58 pm
Someone made a multiplatform Commodore 64/128, Apple //e, and Atari XL/XE game with online multiplayer.

http://8bit-slicks.com/
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PC Speaker to Eleven
Post Posted: Thu Feb 07, 2019 1:20 pm
https://m.habr.com/en/post/439192/

Music for PC Speaker, with some nice background and discussion of the techniques and software created.
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Post Posted: Fri Feb 08, 2019 8:57 am
@Maxim: FTII back in the days has two "PC speaker out" modes - it was just amazing.
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Post Posted: Fri Feb 08, 2019 10:08 am
I know - I spent hours playing mods on some other player with the best PC speaker PCM in DOS before I got a sound card. I had the Windows 3.1 PC speaker driver too...
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Post Posted: Fri Feb 08, 2019 10:39 am
I bought the first issue of an English course from the newsagent (in 1994 I think...) because it included a COVOX like thing.
Trashed the course immediately, went on to code my parallel-port-connected-DAC 8086 asm routines for my games :D
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