Hyrule in Megadrive/Genesis

Announce (tech) demos or games releases

Moderator: Mask of Destiny

Post Reply
User avatar
Miquel
Very interested
Posts: 437
Joined: Sat Jul 30, 2016 12:33 am

Hyrule in Megadrive/Genesis

Post by Miquel » Sat Jan 05, 2019 11:18 pm

Before start designing my current game I made a prototype game based on Zelda from SNES to see if the “engine” was fully capable of redoing it. The graphics and the level design are taken from the mentioned game, do there are small differences, while the programing and level structures are completely done anew.

There are a few bugs or details that need to be polish, like two Links on screen or moments were the main character could be trapped; the only solution is to reset the console.

I have no intention to finish this alpha, or do anything else with it. It is just a showcase.

Disclaimer for the observant: this tread is only for maps more or less taken from SNES Zelda, probably I will open another one for the genuine ones, likely will be a development diary.

--- Features ---
Random music (not mine)
Multiple linked maps
Collision with scenario
Scenario can be updated, for example to open doors
Game stores data on cartridge RAM when in items menu (delete file to reset it)
Multiple collision layers
Collision and solid interaction with other characters
(…more… to be remembered and filled… )

--- Controls ---
On contact/push: dialogs, open doors, …
A button: interacting with scenario, for example “picking” bushes
A button: running
B and C buttons: should be for selected weapons, but it’s not done
Z button on 6 button controller: bring up the silly map
START+RIGHT on 3 button controller: bring up the silly map (TODO: CHECK IT)
START button: incipient items menu

To select the start point use the d-pad:
menu.jpg
There are 5 start points
menu.jpg (160.72 KiB) Viewed 1489 times

--- Maps included ---
Kakariko and surroundings. [!!] You can go a few screens down/up/deep.
kakariko.jpg
Move fast to avoid those soldiers
kakariko.jpg (207.92 KiB) Viewed 1489 times

Castle exterior:
castle.jpg
Unfortunately you can’t go inside :(
castle.jpg (214.92 KiB) Viewed 1489 times

User avatar
Miquel
Very interested
Posts: 437
Joined: Sat Jul 30, 2016 12:33 am

Re: Hyrule in Megadrive/Genesis

Post by Miquel » Sat Jan 05, 2019 11:20 pm

East palace (unfinished):
EastPalace.jpg
EastPalace.jpg (232.6 KiB) Viewed 1488 times

I also included two more more maps; explore them at your own risk. My advice: try to complete the mini-dungeon.

DOWNLOAD THE ROM:
RockInHyrule.zip
(221.91 KiB) Downloaded 199 times


I was thinking if there is enough interest I can do a video with the very simplistic but effective map editor, what do you think people?

User avatar
Cristiano Sword
Interested
Posts: 18
Joined: Mon Jul 03, 2017 2:23 pm
Location: Sao Paulo -Sp
Contact:

Re: Hyrule in Megadrive/Genesis

Post by Cristiano Sword » Fri Jan 11, 2019 8:06 pm

It was incredible!
Make the video of the map editor, I really want to see how it was, if possible explain how you did.
The Mega Drive Will Never Die In Our Hearts.

Project Leyria RPG for Sega Mega Drive / Genesis
https://gendev.spritesmind.net/forum/vi ... php?t=2728

tryphon
Very interested
Posts: 293
Joined: Sat Aug 17, 2013 9:38 pm
Location: France

Re: Hyrule in Megadrive/Genesis

Post by tryphon » Mon Jan 14, 2019 5:51 pm

The lack of color doesn't seem really noticeable :D

Using gens, I notice a lot of missed VBlank, even when not moving. What could so CPU consuming ?

User avatar
Miquel
Very interested
Posts: 437
Joined: Sat Jul 30, 2016 12:33 am

Re: Hyrule in Megadrive/Genesis

Post by Miquel » Tue Jan 15, 2019 12:24 am

Cristiano Sword wrote:
Fri Jan 11, 2019 8:06 pm
It was incredible!
Make the video of the map editor, I really want to see how it was, if possible explain how you did.
Thanks buddy!
In the meantime perhaps you should take a look at Yoshi’s Island editors, it works whit the same idea, do I don’t know about their implementation.

User avatar
Miquel
Very interested
Posts: 437
Joined: Sat Jul 30, 2016 12:33 am

Re: Hyrule in Megadrive/Genesis

Post by Miquel » Thu Jan 17, 2019 2:21 am

tryphon wrote:
Mon Jan 14, 2019 5:51 pm
The lack of color doesn't seem really noticeable :D
It's not only that but palettes are a tool for doing all sort of effects. That's what I miss more.
tryphon wrote:
Mon Jan 14, 2019 5:51 pm
Using gens, I notice a lot of missed VBlank, even when not moving. What could so CPU consuming ?
If nothing moves on screen: impossible. However, the way the columns/rows are updated is VERY slow due lack of prevision, the code was very idiotic, and it can give you up to 8 missed frames for second. This summer I redid most of the "engine". Now that I think of it, I post both things on this same forum.

The thing is that demo sends col/row updates one by one (no dma) during display period, which is sluggish, therefore takes too much time for that frame. Obviously if you deactivate other features it fits.

What must be done is put info in a buffer and send it during vblank. It inspired me to create a buffer based engine as I explained more or less here:
viewtopic.php?f=22&t=2890

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest