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AbbayeMD

Posted: Wed Aug 03, 2011 7:11 pm
by Moon-Watcher
Hi guys.

It took many years and was started from scratch at least six times but L'Abbaye des Morts is finished! :D


Source code
ROM file



it features 7 skins: PC (original), Megadrive, MSX, Gameboy, CGA, PCW and C64 with some differences between them
AbbayeMD000 (7).png
AbbayeMD000 (7).png (11.73 KiB) Viewed 14729 times
AbbayeMD000 (26).png
AbbayeMD000 (26).png (5.19 KiB) Viewed 14729 times
AbbayeMD000 (17).png
AbbayeMD000 (17).png (4.8 KiB) Viewed 14729 times
Will be available this summer on PlayOnRetro website

There is a lot of Spritesmind knowledge in this game. Many thanks to all the people involved in this project.


Edit 03-08-2011

Code: Select all

My first post in Demo section :D

http://www.box.net/shared/7p6rrvqszxqf000jf8g4 

This is a WIP demo of L'Abbaye des Morts remake I'm working on. Does not show much for now. 

There is a twitter account (@MoonWatcherMD) where you can follow its progress. 

Stay tuned.

Posted: Wed Aug 03, 2011 7:52 pm
by TmEE co.(TM)
The ROM is awfully big, what is in it...?

Posted: Wed Aug 03, 2011 10:27 pm
by Moon-Watcher
TmEE co.(TM) wrote:The ROM is awfully big, what is in it...?
You are right. What you see isn't a tilemap, but images. I did this way because Game Maker can't export it.

There are 23 (256*176px) images used to be shown. And 23 (256*192px) images used as tool to place sprites and define limits. That's 1.12MB. Sprites sized 30KB.

Everything is there and unoptimized. The time will come.

Posted: Wed Aug 03, 2011 11:37 pm
by Chilly Willy
Now THAT is some old-school platforming. :lol:

It certainly looks like the original... now you just need to use something like sixpack on it to optimize the tile usage.

There's a nice full size map here from this page:

http://www.indiegames.com/2010/09/labba ... s_map.html

Posted: Thu Aug 04, 2011 8:24 am
by KanedaFr
wow! I didn't know this game !
How difficult (from the video) !

For optimization, you have all the tools needed.
If you REALLY want to optimize, I would say you need to make a map of each screen and reduce the number of tiles used. Just use the tilemap to know where you must place tiles (it's what I did on genres demo for ex)
I think it uses a lot of same tiles but with different pal on each screen, so you could win a loooot!
then, you can compress the remaining tiles with some of the tool available

since you use genres, you could use the compress code available and use unpack to uncompress the data from ROM to VRAM.
Not yet available on public release but I could send you the 2 files and the code to do it ;)


Since the full map is available, it should be possible to make the full game "easily" this way.

EDIT: I check the map, it's a 17 colors images!
so load it on a image editor, remove the sprites, you should get a 16 colors or less image (since yellow, red and purple is only used by sprites...and perhaps some fluo blue, true white)
Load it on Mappy, ask to remove duplicate tiles et voila, you have the map + optimize tiles!
you can't fail on this one :lol:

ps: if someone got the same kind of resource for Major Motion, let me know ;)

Posted: Sun Aug 14, 2011 9:45 am
by haroldoop
Sounds like a really cool project. Way to go!

Posted: Fri Feb 03, 2012 12:43 am
by Moon-Watcher
Thanks guys for your advice and suggestions. AbbayeMD is still in development.

Recently I've been interviewed about AbbayeMD >> link (spanish)

Posted: Sat Feb 04, 2012 2:01 am
by KanedaFr
Wow! you're working on an deluxe version of abbaye!

Posted: Fri Feb 10, 2012 4:03 pm
by Moon-Watcher
KanedaFr wrote: Since the full map is available, it should be possible to make the full game "easily" this way.

EDIT: I check the map, it's a 17 colors images!
so load it on a image editor, remove the sprites, you should get a 16 colors or less image (since yellow, red and purple is only used by sprites...and perhaps some fluo blue, true white)
Load it on Mappy, ask to remove duplicate tiles et voila, you have the map + optimize tiles!
you can't fail on this one :lol:

I did that way and removed the huge images and use Mappy/MDPPY. Actual rom size is <1Mb.

The only thing I miss are a few examples of how to use the ANI plugin.

Posted: Fri Feb 10, 2012 6:47 pm
by KanedaFr
the ANI plugin take an .ANI and export it to anim sprite data
look at sgdk/include/genres.h to understand the data format

of course, you have to wrote your own animation engine, based on the vblanck (to compare with animFrame.timer)

It's been a long time I didn't use it and I actually can't take the time to dig more on my archive (sorry)

Posted: Fri Feb 10, 2012 10:21 pm
by Christuserloeser
That looks VERY promising :D

Posted: Mon Mar 05, 2012 8:49 am
by Moon-Watcher
Title, info and game over screens http://www.box.com/s/325yv8lescerpbfpzna7

Re: AbbayeMD

Posted: Wed May 31, 2017 11:21 pm
by Moon-Watcher
First post updated.

Re: AbbayeMD

Posted: Sun Feb 11, 2018 11:13 pm
by Moon-Watcher
Hi guys.

It is a great relief for me to announce that finally, with much effort and many satisfactions, I end this project :D

Here is the link to the complete source code in case someone could be of interest and of course, the rom file

Cheers!

Re: AbbayeMD

Posted: Mon Feb 12, 2018 5:48 pm
by Miquel
Nicely done! And thanks for sharing your hard work, appreciated.