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Posted: Mon May 06, 2013 9:44 am
by oofwill
Thanks :)

Posted: Thu May 15, 2014 1:04 pm
by oofwill

After a loss of data, i have completly rewrote my Alex Kidd port, using new features of SGDK 0.95.

First, this was working fine on Fusion & GensKmods.
I test it on my Megadrive, and i have this problem: (with Everdrive)


Then it work on Fusion but not on gens anymore...
Gens crashes after 10 seconds...

What can be the problem? :(

Posted: Thu May 15, 2014 1:36 pm
by djcouchycouch
Is it always after 10 seconds? Do you need to move around to reproduce? Does it happen if you just let it idle?

Considering that ADDR is 20790101 looks like uninitialized or overwritten memory. Bad pointer or function call?

As a first step, start by disabling parts of your code until you can pinpoint the area causing the problem.

Posted: Thu May 15, 2014 1:39 pm
by oofwill
I'll do that, thanks.

Gens crashes whatever i do (move, don't move...)
It slows, then it crash...

Posted: Thu May 15, 2014 2:00 pm
by oofwill
Seems that code make it crash

Code: Select all

SPR_update(&AlexSprite, 1);
Without, it don't crash, but i have no sprite lol

Posted: Thu May 15, 2014 3:45 pm
by oofwill
It's ok, it's debug features of Gens. They crashed it, i don't know why...

Posted: Thu May 15, 2014 6:52 pm
by Stef
Do you mean that it does not crash anymore on real hardware ? actually you are not the first one to return an address error using the new sprite engine, so maybe there is something wrong with it !

Posted: Thu May 15, 2014 8:30 pm
by oofwill
Gens doesnt crash anymore.

I don't have tested again on real hardware... (lost my sd card reader ...)

Posted: Thu May 15, 2014 11:15 pm
by Stef
Ok, well i will try to make some tests of the sprite engine on real hardware, to see if it happen again :)

Posted: Fri May 16, 2014 5:56 pm
by oofwill
Thanks. i will try to test again this weekend ^^

Posted: Sun May 18, 2014 9:07 pm
by TheMole
Very, very cool.

It looks like you got the player physics to match pretty closely with the original. I'm working on an Alex Kidd port of my own (to a completely different system) and would be interested to know about that part of your implementation, as well as any collision detection related code. Can you tell us a little bit about how you implemented that?

Also, I saw your v2 videos on youtube. That parallax scrolling and those larger levels look awesome. This could be the sequel Alex always deserved but never got :).

Posted: Mon Sep 08, 2014 2:21 pm
by Christuserloeser
Is this still being worked on?

Posted: Wed Oct 08, 2014 10:44 pm
by oofwill

This project has been paused due to personal problems, but i'm back now and i will work again on it soon!

TheMole: i've not so much time now.
For collision, i just use background table to check if Alex is next to a solid tile or not.

Posted: Thu Oct 09, 2014 4:59 am
by bastien
Yeah that s a good news :D

Posted: Thu Apr 09, 2015 9:39 pm
by oofwill
Last news!

Working on Alex Kidd again.
It's a new version. i've found a pixel artist and we're working on a sequel to Miracle World.

You could see first level HERE

For d├ętails:
- New dress code for Alex
- New animation when not moving
- Animation when breaking elements
- Animation when dying
- Alex can now pick up item with his hand