Alex kidd in Miracle World SMS to Genesis/Megadrive port
Moderator: Mask of Destiny
Alex kidd in Miracle World SMS to Genesis/Megadrive port
Hello,
Always to increase my knowledge in coding, i've started to port Miracle World, one of my favorite master system game.
i'm working on level 1, there's some bugs again, but i'm pretty happy since it begin to look to original game
this is working on emu, but there is some problems on real hardware.
Here's a video of actual state.
Here you will download a rom to test it.
Please give me your feelings, your advice and, if some persons could test it on hardware and tell me what they think of the bugs?
Many thanks
Always to increase my knowledge in coding, i've started to port Miracle World, one of my favorite master system game.
i'm working on level 1, there's some bugs again, but i'm pretty happy since it begin to look to original game
this is working on emu, but there is some problems on real hardware.
Here's a video of actual state.
Here you will download a rom to test it.
Please give me your feelings, your advice and, if some persons could test it on hardware and tell me what they think of the bugs?
Many thanks
Wow! Thats very nice! About problems with running on real hardware, try to update ur SGDK to lastest version, if not yet... (and if u use SGDK of course)
Im too writing some "port" (without source) of one well known game, but im on very preliminary stage. Very great to see such advanced projects! Good luck to you!
Im too writing some "port" (without source) of one well known game, but im on very preliminary stage. Very great to see such advanced projects! Good luck to you!
Maybe something with VDP timings? We had such problem with raycaster (worked on emus, but froze on hardware), but Chilly Willy found solution. He just added some delays before few VDP calls, and it stop freezing.
Oh thx, for asking! But, I think i dont have moral right to name this game yet, because i really on very early stage - did one level only, only main character, simple parallax scrolling, just added collision map, but collision detection still buggy. When, i at least, finish this collision detection, i will be glad to show it Oh, and implement jumping, because right now, main character may fell into pit holes, but cant jump out of them xDoofwill wrote: peekpoke, don't you want to tell what game you are writing?
Last edited by peekpoke on Thu Mar 14, 2013 9:07 pm, edited 1 time in total.
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Holy carp !
This is impressive !
I have to note that this does not work in emulation in 50Hz, only in 60Hz. This is maybe where the problems on real hardware come from too.
This is impressive !
I have to note that this does not work in emulation in 50Hz, only in 60Hz. This is maybe where the problems on real hardware come from too.
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Yes, have a look at this video : http://youtu.be/mC6XHJDKvVc
First time, seems to be ok but collide doesn't work properly (but not all the time buggy...)
Then, game just desn't want to play.
Finally, game start, collide's ok (just the very forst box, this box is never ok!) but there are some draw bugs on screen...
First time, seems to be ok but collide doesn't work properly (but not all the time buggy...)
Then, game just desn't want to play.
Finally, game start, collide's ok (just the very forst box, this box is never ok!) but there are some draw bugs on screen...
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Very impressive It looks so much close to the real one !
As i told you, you have to take care of separate VDP access from main code and only do them in V-Int callback. Actually you can do them in your main code but then you have to protect it from Vertical interrupt by modifying interrupt mask register :
But generally it's better to do all VDP accesses in V-Int as you know you are in VBlank period and have full speed VDP access
You have to know that SGDK is doing some processing on V-int, for instance if you use the asynchrone palette fading method, V-int is used to change the palette data so it can mess with your code which is also writing to VDP.
As i told you, you have to take care of separate VDP access from main code and only do them in V-Int callback. Actually you can do them in your main code but then you have to protect it from Vertical interrupt by modifying interrupt mask register :
Code: Select all
// doing game logic
// save int mask level and set it to 7 (no more V-int)
saveIntMask = SYS_getInterruptMaskLevel();
SYS_setInterruptMaskLevel(7);
// doing VDP access
VDP_setTileMap(...):
...
// restore mask int level
SYS_setInterruptMaskLevel(saveIntMask);
You have to know that SGDK is doing some processing on V-int, for instance if you use the asynchrone palette fading method, V-int is used to change the palette data so it can mess with your code which is also writing to VDP.
Nothing more than you already knowKanedaFr wrote:already on SpritesMind's Youtube favorites since v1
ps: if you have a demo not listed yet, PM me
Some news here.
Level one was very buggy, i decided to rewrite my engine in order to improve it.
I've done this on level two. Level is playable, without ennemies.
Alex can go in the shop, buy some items but not use it at this point.
video 07