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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: touko on November 22, 2008, 07:52:23 AM
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hi all !!
I 'am a noob on this forum :wink:
I ,want to present my game project for a french association (retrotaku), it's a remix of an old namco's game : GALAXIAN .
you can see a preview of this here : http://www.partage-facile.com/145494-galaxian-remix.pce.html
Controls are : RUN to start game, A fire, B lunch the aliens attack (attack not let randomised), RUN in game, start the boss level (just introduction).
I have a question for ccovell or anyone who knows, how to make a 4 mb rom ????
Ps: sorry for my poor english !!
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It's coming along nicely. I like the dual layer background of the boss fight. :clap:
(http://superpcenginegrafx.com/img/gr1.html)(http://superpcenginegrafx.com/img/gr2.html)
(http://superpcenginegrafx.com/img/gr3.html)(http://superpcenginegrafx.com/img/gr4.html)
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thanks, i 'am planing to make 25 levels, whith 5 differents backgrounds ( perhaps some more ),whith animations and effects !!
5 boss levels !!
I'am also planing to make extras effects like background in fire, 3D effects for backgound, if they're not too hard to implement .
They're some bugs, what i must remove in aliens attacks,like collisions detection are not perfect,boss gauge color shading is not good.
Thank you for trying my demo, and post some screenshots :D ..
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Very very nice!
I like it.
You wouldn't happen to be the person who put up those Aleatoire files on zeograd would you?
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Very very nice!
I like it.
You wouldn't happen to be the person who put up those Aleatoire files on zeograd would you?
No, my account on zeograd hasen't be activated (zeograd has forgot that he had a website ?? ), and galaxian is my first project on pce ..
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That's very cool, man. Galaxian was the first shooter I owned. It would be awesome to see on Hu-Card!
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Great job !!
Avec quel langage programmes tu, assembleur ou C?
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Great job !!
thanks !! :P
Avec quel langage programmes tu, assembleur ou C?
En c avec huc !!
Je voulais le mettre aussi sur necstasy, mais ca faisait tache avec le sonic de xav !! :wink:
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It looks nice; haven't had time to try it out.
How do you make a 4mb ROM? Could you explain your problem a little bit more? If you can make a 2MB ROM, then you can make a 4mb ROM. Or, do you mean put it on a real HuCard?
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It looks nice; haven't had time to try it out.
How do you make a 4mb ROM? Could you explain your problem a little bit more? If you can make a 2MB ROM, then you can make a 4mb ROM. Or, do you mean put it on a real HuCard?
Hi chris !!
My problem is to make a 4 mb rom in a flash card, to use whith the true hardware !!
actualy, the .pce is about 281 ko, superior to the 2 mb classic PCE/TG16 hucard.
If i flash this to my flashcard, the pce don't lunch the rom, but if i reduce the rom length to 2 mb, the pce lunch properly !!
I suppose that you know how made it,because your game "Tongueman's Logic " is a 4 mb rom, and my pce lunch it on my flashcard ..
I don't know if my english is clear enough ??? #-o
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Looks great! Great Job! I played through it and would love to see this game finished. Keep us updated!
:dance:
CAA
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Connexion au serveur impossible :cry:
I haven't been able to check it out myself, but the screen shots Black Tiger posted look pretty slick. Best of luck to you; I anxiously await your finished game. 8)
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I don't know how to do it in HuC, but in MagicKit (ASM) if you define a bank at the end of your code like: BANK $3F, then it will pad the ROM to 4 megabits. Perhaps there is a similar command for defining banks in HuC.
An alternative is to get a hex editor, and append the bytes yourself.
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I don't know how to do it in HuC, but in MagicKit (ASM) if you define a bank at the end of your code like: BANK $3F, then it will pad the ROM to 4 megabits. Perhaps there is a similar command for defining banks in HuC.
An alternative is to get a hex editor, and append the bytes yourself.
You could just do the bank definition in HuC in an #ASM block!
:)
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I repost the link http://www2.partage-facile.com/1084826-galaxian-remix.pce.html
I don't know how to do it in HuC, but in MagicKit (ASM) if you define a bank at the end of your code like: BANK $3F, then it will pad the ROM to 4 megabits. Perhaps there is a similar command for defining banks in HuC.
An alternative is to get a hex editor, and append the bytes yourself.
Thanks chris :wink:
But the rom size should be superior to 4mb ,or it's the limit ???
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8 mbits is the normal limit, and then there's always the 20mb SFIICE' ROM which does a special kind of paging.
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8 mbits is the normal limit, and then there's always the 20mb SFIICE' ROM which does a special kind of paging.
Ok thanks !!
i believed that i have to continu my project to superCDROM 2 due to limitation of hucards ..
But 8 mb is good .
If i arrive to bypass the 2mb capacity :-" ..
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CD releases are better for everyone since most people don't own flashcards.
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CD or not, you'll probably want a cruncher to compress map and tile data. I've been busy, but I'll try to clean up and release a version of PuCrunch that I was working on which works in HuCards (as well as CDs).
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It could be great if you could release a public version of PuCrunch ! :dance:
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CD or not, you'll probably want a cruncher to compress map and tile data. I've been busy, but I'll try to clean up and release a version of PuCrunch that I was working on which works in HuCards (as well as CDs).
Cd was a possible way, but if i can make my game to a 4mb rom or more, i don't migrate ..
My code is make to use speed of HUcards to load sprites or backgrounds .
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But the rom size should be superior to 4mb ,or it's the limit ???
I bet you have a Tototek flash card. It doesn't like roms that are not standard sizes. If you know the ROM is going to be less than 4megs (or 8megs), then you can pad the rom by passing an ASM inline to the assembler through HuC. PM me for more details.
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Looking good touko :D
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So, does the technique used in SFII' resemble the mappers used by older NES games? Memory paging techniques were pretty common on the NES. I'm surprised more PCE games didn't use them.
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Since the CPUs in both the Turbo/PCE and NES are almost identical (same "family", same 64K addressing limitation), both have to use bankswitching to map ROM/RAM code into the appropriate memory address. So as far as memory paging goes, every single PCE game uses that technique; there's no other choice. It's just that the PCE CPU has specialized instructions and registers for memory mapping, while the NES had to add that functionality in the cartridge hardware.
SFII' is a bit different from other HuCards in that it has extra bankswitching hardware in the card to get past the 8Mbit limitation of the PCE bankswitching hardware.
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I suppose it was easier to simply transform any game that would be larger than 8 mbits into a CD game rather than pay production costs on custom HuCard circuitry. But I don't know what percentage of PC Engine owners had CD capabilities. I don't know if switching to CD limited market access significantly.
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I suppose it was easier to simply transform any game that would be larger than 8 mbits into a CD game rather than pay production costs on custom HuCard circuitry. But I don't know what percentage of PC Engine owners had CD capabilities. I don't know if switching to CD limited market access significantly.
I don't think that the PC Engine would've been nearly as successful if it hadn't gone the CD route.
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Cosmic Fantasy on HuCard? noooo thanks :)
this PuCrunch sounds neat though.
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CD or not, you'll probably want a cruncher to compress map and tile data. I've been busy, but I'll try to clean up and release a version of PuCrunch that I was working on which works in HuCards (as well as CDs).
Cd was a possible way, but if i can make my game to a 4mb rom or more, i don't migrate ..
My code is make to use speed of HUcards to load sprites or backgrounds .
Curious. Do you have any experience with assembly? It's possible to create a system to access extended data with the SF2 mapper (far,far data vs far data) with HuC. Mednafen automatically treats any rom larger than 8 megs as a SF2 mapper game. Not sure how the other emu's handle the mapper.
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That looks good!
Is it possible to cram Rolling Thunder onto a card?
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Hi all, i 'am posting a .pce, who's contain some various backgrounds .
It's a lighty presentation what i'am planing to use whit my game galaxian.
Someone are animated,others will be with sprites.