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Bibin
09-02-2015, 12:42 PM
DONE:
Simple abstracted sprite library
Lyle movement physics
Room loading by ID
Tileset and palette loading per room
Multi-directional scrolling
Particle effects
Cube slot management
Cube basic physics
Green cube bounce physics
Lyle/cube interaction
240-line mode for PAL users
Sega CD Mode 1 soundtrack support
Room pointers
HP Orbs

IN PROGRESS:
Level Editor Object List
Map creation / conversion
Sound effects
Music transposition, instrument creation
More tileset graphics and palettes
Parallax backdrops
CP Orbs
Enemy graphics conversion, palette creation
Enemy pattern implementation
Pause menu
Title screen
Special level objects (dog, cow, bird egg, etc)

TODO:
Large orange cube
Boss fights
Ending
Options screen

http://i.imgur.com/WG7CGcT.png

Stay tuned.

NOTE: I am porting this existing PC game; the original game design is not mine. The creator's website is bogozone.net.

Mad Moham
09-02-2015, 02:14 PM
Wow, this is something I look forward to seeing in action. I tried you PC version, and I enjoyed that.

Maybe I'm being stupid (and this might be the wrong place to ask), but is there a way to change the controls on the PC version?

midnightrider
09-02-2015, 02:22 PM
^gamepad with a mapper, like Joy2key(I don't know if there are any really good completely free ones, but that one doesn't lose any functionality in it's shareware version yet).

The game itself looks like it might be more at home on the Master System, but I don't know what would fit in a MS cartridge.

Bibin
09-02-2015, 02:28 PM
Wow, this is something I look forward to seeing in action. I tried you PC version, and I enjoyed that.

Maybe I'm being stupid (and this might be the wrong place to ask), but is there a way to change the controls on the PC version?

In the options it shows a few keys you can hit to change the input scheme.

I want to point out this is not my game, I am porting someone else's game. His website is http://bogozone.net.


The game itself looks like it might be more at home on the Master System, but I don't know what would fit in a MS cartridge.
Right now it looks pretty master-system-y, but I haven't put in the parallax BGs. The game uses far too many sprites for an SMS game, and the multi-directional scrolling would be not so good on the SMS. The music will be an interesting challenge to bring over.

It was a big challenge to fit everything in the four palettes. I've dedicated one palette to the foreground graphics, one to the background graphics, one to the player, cubes, and HUD, and the remaining palette to more case-specific enemies. The room loader figures out which tileset and palette pairs it should load when a room is entered.

Barone
09-02-2015, 03:29 PM
Very cool, Bibin! Thanks a lot for sharing it.

And what about the Ghost in the Machine for the Mega Drive? It looked really good in those screenshots you had post months ago, I was looking forward to play that one.

saturndual32
09-02-2015, 05:01 PM
Very cool, Bibin! Thanks a lot for sharing it.

And what about the Ghost in the Machine for the Mega Drive? It looked really good in those screenshots you had post months ago, I was looking forward to play that one.


Same here. Ghost in the Machine looked very intriguing. This Lyle in Cube Sector is looking cool too.

Bibin
09-02-2015, 06:49 PM
Honestly after working on the game for about three years and spending the last month refactoring and doing the mobile port, I'm just sick of even looking at the game. I picked this project up again because I want to work on something that is a very different game, and has lots of colors in it!

I'll keep the thread updated with progress. Maybe, some day I can take some of the work i've done on this and apply it to GitM. That was my first real genesis work and it shows in how things are arranged. I didn't have a DMA queue of any sort, and the scrolling was very buggy.

Barone
09-02-2015, 06:52 PM
Oh, OK, man. Thanks for the reply and good luck with this one.

SEGA.GENESIS1989
09-02-2015, 11:22 PM
I really like the 8 bit graphics! I just watched a quick Youtube video of the PC game and I must say that the music is quite catchy. The Genesis may be a 16 bit system but I hope we see more 8 bit style games make their way to the console.

Bibin
09-03-2015, 07:21 PM
Worked on cubes last night: https://youtu.be/aJj2QdOOeFI

Barone
09-03-2015, 07:31 PM
It looks superb IMO and it's coming from a guy who doesn't dig 8-bit graphics.

It's modern but very classy at the same time IMO. Doesn't look like a regular MD game, fantastic.

SEGA.GENESIS1989
09-05-2015, 11:06 PM
Worked on cubes last night: https://youtu.be/aJj2QdOOeFI

Looks great Bibin! I like how the character gets a bit more lift when he`s in the air and tosses the cube! Platformer on the MD? HELL YA!

Bibin
09-10-2015, 03:29 PM
I've made more progress on this. Cubes in a room may now be picked up, kicked, thrown, etc. All that's left for cubes is the big orange ones, and having the green ones bounce instead of be destroyed. The cubes are the biggest piece of work for this whole thing still remaining. The rest will be implementing the object list in my level editor, putting in enemy behaviors, door links, etc. Important but small things.

http://i.imgur.com/o535bGL.png
http://i.imgur.com/ib8XLFr.png

retrospiel
09-10-2015, 08:45 PM
That looks gorgeous !!! :D

BladeJunker
09-11-2015, 03:24 PM
Looks like a good choice for porting, not without challenges but not bathed in bloom effect like so many retro "style" games, I can see the potential in porting it accurately. Wasn't digging the all black backgrounds but I see from videos that changes throughout the game with a nice bit of parallax.

I like the block throwing mechanic, especially the straight down to make platforms part, surprised more platformers don't do that. It's funky like many classic games but at least it's not overly self aware and making references to other retro games every 10 seconds. I figure being retro is enough, you don't have to beat people over the head with it. :lol:

A great addition to the MD/GEN library, look forward to it. :)

Bibin
09-11-2015, 08:56 PM
Looks like a good choice for porting, not without challenges but not bathed in bloom effect like so many retro "style" games, I can see the potential in porting it accurately. Wasn't digging the all black backgrounds but I see from videos that changes throughout the game with a nice bit of parallax.

I like the block throwing mechanic, especially the straight down to make platforms part, surprised more platformers don't do that. It's funky like many classic games but at least it's not overly self aware and making references to other retro games every 10 seconds. I figure being retro is enough, you don't have to beat people over the head with it. :lol:

A great addition to the MD/GEN library, look forward to it. :)

Glad you look forward to further progress. The game's backgrounds are mostly not just all black, I simply haven't started doing anything with the far background yet.

The block throwing mechanics I thought were really great when I first played the original PC game; it's a great evolution of what Super Mario Bros 2 had without being too similar.

maxxfarras
09-11-2015, 10:08 PM
The graphics and the play mechanics looks very interesting as other members pointed. Great choice for a port Bibin! Will be a very charm new title for the megadrive. The advances look great and Im looking forward for it.

SEGA.GENESIS1989
09-11-2015, 10:20 PM
IMHO not every game needs to have parallax or a colorful background. it's just an effect that a game designer can use. Sometimes taking a minimalist route (with respect to the background) is the smart approach. In terms of this game, if you examine the first still of Bibin's post, the foreground uses various shades of color to add detail. (look at the trees and the grass for example). The onlooker can appreciate those small details simply because the background is black. Just my two scents!

Bibin
09-14-2015, 12:50 AM
After much struggling, one piece of music is slightly listenable: http://mikejmoffitt.com/mus/mine/lylewip.mp3

I still have a lot of work to do on the patches, but at least this resembles the original. It is close enough that I can leave it alone for the time being and work on more cube physics stuff.

Bibin
09-16-2015, 05:30 PM
http://i.imgur.com/msiVdqt.png

With the paralax BG in, it's coming together much better! Still need to work on the palettes, but it's progress.

Bibin
09-16-2015, 06:11 PM
https://www.youtube.com/watch?v=bjx2rE_71eE&feature=youtu.be

retrospiel
09-16-2015, 06:22 PM
bjx2rE_71eE&

This looks so damn great! :D :D :D

btw: do you think that it would look good if you were to implement line scrolling a la Thunder Force IV or Sonic ? - https://www.youtube.com/watch?v=0zlGpE-LgO0

tryphon
09-16-2015, 06:27 PM
Great! Really!

Bibin
09-16-2015, 06:31 PM
btw: do you think that it would look good if you were to implement line scrolling a la Thunder Force IV or Sonic ? - https://www.youtube.com/watch?v=0zlGpE-LgO0

Line / cell scrolling is in some sections. Unless there's a reason not to, for the most part I am duplicating the parallax shown in the original game. Larger areas (when either height or width of a zone is > 1 screen) just use plane scrolling, but horizontal-only and vertical-only sections do some more interesting things.

The most annoying part is that all the parallax BG work I did on a plane last night, on a cramped laptop with a dying battery, with nothing but a hex editor! Took a few hours but it worked out.

LinkueiBR
09-16-2015, 06:51 PM
GREAT JOB!!!

Bibin
09-17-2015, 02:57 PM
I improved the palette for one of the backdrops:
http://i.imgur.com/nVI9UGT.png

maxxfarras
09-17-2015, 04:21 PM
https://www.youtube.com/watch?v=bjx2rE_71eE&feature=youtu.be

Amazing! Is very exciting to see the advances for this port, is great to see how evolves closer to the pc version. Music sounds great by the way, I love it.

Bibin
09-18-2015, 06:28 PM
I don't know what it is about plane rides, but I've been very productive on them. The green cube physics are nearly complete!

Bibin
09-19-2015, 04:11 PM
Cube physics:
https://www.youtube.com/watch?v=Asq-N3WP7eQ

I worked on some more palette space management, and the blue cubes / HUD share the upper 8 entries of the paralax BG entries so that it can be a little more accurate to the original:

tryphon
09-19-2015, 04:33 PM
You must spread some Reputation around before giving it to Bibin again.

You use SGDK or is it plain asm ?

BladeJunker
09-19-2015, 04:49 PM
Cube physics:
https://www.youtube.com/watch?v=Asq-N3WP7eQ

I worked on some more palette space management, and the blue cubes / HUD share the upper 8 entries of the paralax BG entries so that it can be a little more accurate to the original:

Looking awesome friend, some nice palette tweaks and the physics look great, very dynamic :D Idk how rep works but give Bibin some more. :)

Mr. Ksoft
09-19-2015, 08:19 PM
I am absolutely thrilled to see there's a port of this being worked on! I've been a big fan of this game since it originally came out.
By strange coincidence, I was seriously just working on rearranging the soundtrack in Deflemask. (https://soundcloud.com/mrksoft/lyle-in-cube-sector-arachno-a-sad-touch-sega-genesis-version) Kind of amused to find that the latest version in the video you posted actually sounds somewhat close to mine. But hey, if you need a hand with the soundtrack, let me know.

SEGA.GENESIS1989
09-20-2015, 02:01 AM
https://tctechcrunch2011.files.wordpress.com/2010/10/awesome.jpg

Bibin
09-20-2015, 04:25 AM
Using SGDK, mostly for easy DMA manipulation. For the sake of learning I might be rewriting some of it in ASM, but this is more or less a C project.

Bibin
09-22-2015, 08:02 PM
Worked on another parallax BG over lunch; this one features vertical column scroll. This took the biggest hit in getting it down from the original, but it turned out very close. Cube palettes and the HUD are now using part of PAL1 and are extremely close to the original, no longer using Lyle's colors as an approximation with dithering.

224-line NTSC / 240-line PAL (taking advantage of PAL for everyone on the other side of the ocean!)

http://i.imgur.com/PXzS8Fy.pnghttp://i.imgur.com/WG7CGcT.png

Bibin
09-26-2015, 01:01 AM
Glad to announce that Sega / Mega CD Mode 1 support has been added. A pack-in soundtrack (or a burnt copy) can be put in the disc drive to replace the in-game music with a high quality rendition of the original game's soundtrack, like Pier Solar offers.


http://youtube.com/watch?v=P20fGWXYXaI

Barone
09-26-2015, 01:26 AM
You must spread some Reputation around before giving it to Bibin again.

This is beyond awesome. I can assure you that I'll be one of the guys using this feature (not that I don't enjoy the FM version but it's really cool to have the option).

Also, congrats on the vertical scrolling parallax, it looks really good. That's something the MD is great at IMO.

SEGA.GENESIS1989
09-26-2015, 07:45 AM
Woo hoo! Added SEGA CD support FTW!

matteus
09-26-2015, 09:43 AM
Rep given :) might have to look into this myself!

Bibin
09-28-2015, 02:49 AM
I made a CD with the original game music rendered nicely, for 5 minutes per song, and used it for testing. It makes it feel a lot more like the original game!

I'm dragging my feet on implementing object placement / management in my crappy level editor so I can begin to implement some basic enemy behaviors and room pointers for map navigation.

Bibin
09-29-2015, 04:41 AM
Took care of the object list and room pointers:


http://www.youtube.com/watch?v=9uLy1bdUS-Y

Now I can get started on fun stuff like enemies, getting hurt, etc.

BladeJunker
09-29-2015, 07:31 PM
Worked on another parallax BG over lunch; this one features vertical column scroll. This took the biggest hit in getting it down from the original, but it turned out very close. Cube palettes and the HUD are now using part of PAL1 and are extremely close to the original, no longer using Lyle's colors as an approximation with dithering.

224-line NTSC / 240-line PAL (taking advantage of PAL for everyone on the other side of the ocean!)
Neat you could actually use the extra PAL lines, I'm sure that crowd is pleased. :)

CD sound cool, wasn't sure what you were going to do with that or what it would sound like. Is there still going to be chiptunes as an option, the last I read it wasn't easy to convert?

The parallax is looking super sweet and glad to hear you're at the fun stage. :D

Bibin
09-29-2015, 07:54 PM
Neat you could actually use the extra PAL lines, I'm sure that crowd is pleased. :)

CD sound cool, wasn't sure what you were going to do with that or what it would sound like. Is there still going to be chiptunes as an option, the last I read it wasn't easy to convert?

The parallax is looking super sweet and glad to hear you're at the fun stage. :D

Yeah, the plan is if a Sega CD is detected it'll give you the option to play CD audio instead of the built-in FM Audio. Same ROM on the cartridge, it just presents the additional option.

I'm also adding a 480i interlaced mode in the settings, in the case that someone has a screwy TV that won't take 240p or somehow has it looking better in 480i. Easy enough to implement so I don't see why not.

Barone
09-29-2015, 08:24 PM
480i mode is very interesting IMO.

maxxfarras
09-30-2015, 02:19 AM
Bibin, Im surprised how so fast are you advancing with this project and at the same time all is looking great. I'll wish I had such habilities. The option to use the sega cd is a great plus. I have my eyes put in your port of lyle in cube sector and in shinobi port of tryphon.

Seriously, is exciting to follow the development of that two great games for my beloved megadrive. Great work.

Bibin
09-30-2015, 04:36 AM
Worked on more music:
http://mikejmoffitt.com/mus/mine/licsgen_3.mp3

LinkueiBR
09-30-2015, 12:35 PM
Worked on more music:
http://mikejmoffitt.com/mus/mine/licsgen_3.mp3

This is so Epic!!!
Excited to play this game on my MD JP Model 1

Bibin
09-30-2015, 06:35 PM
I updated the music a little to fix some tempo and composition issues.

https://mikejmoffitt.com/mus/mine/licsgen_3.mp3

matteus
09-30-2015, 06:43 PM
I updated the music a little to fix some tempo and composition issues.

https://mikejmoffitt.com/mus/mine/licsgen_3.mp3

Dude I need you to teach me how to use a tracker! lol

Bibin
10-01-2015, 01:45 AM
I'm getting a little more comfortable with this, and definitely faster at creating instruments:

http://mikejmoffitt.com/mus/mine/licsgen_4.mp3

SEGA.GENESIS1989
10-03-2015, 10:34 PM
^ This tune sounds fantastic!

Bibin
10-05-2015, 02:45 PM
Got two new tilesets in, and got a few enemy graphics too. This week I can start putting in the framework for basic enemy interaction.

Bibin
10-07-2015, 04:52 PM
Alright, cube/enemy interaction is handled, as is enemy/player interaction. Once I put in collection of CP/HP orbs, the progression of the game will start to take place.

Bibin
10-07-2015, 11:43 PM
Thought you might like a screenshot of my completely whacko level editor:

http://i.imgur.com/ZCirQ4p.png

matteus
10-08-2015, 08:37 AM
Thought you might like a screenshot of my completely whacko level editor:

http://i.imgur.com/ZCirQ4p.png

That's really cool! What's it written in?

TheMole
10-08-2015, 11:49 AM
My guess would be SDL and C/C++? Buy yes, that looks awesome!

tryphon
10-08-2015, 11:51 AM
Great work but I'm wondering : why don't you use a simple map editor like tiled, then just write converters ? That's what I do and it saves some time :) (that said, generating ressources takes me more time than coding the engine)

Bibin
10-08-2015, 01:21 PM
Great work but I'm wondering : why don't you use a simple map editor like tiled, then just write converters ? That's what I do and it saves some time :) (that said, generating ressources takes me more time than coding the engine)

This gives me an all-encompassing level data structure editor for the game. I can edit the level metadata (tileset, sprite palette, background selection, music selection, location relative to world map, room ID), my object list (including room pointers) and level map layout all at once. It has a few conveniences for placing 16x16 metatiles as well, in addition to individual 8x8 tiles.

Collision was implemented cheaply - level graphics start at VRAM address $0000. The first 128 tiles are non-collideable, the next 96 are solid, and the next 32 are things which hurt you (spikes, lava).


My guess would be SDL and C/C++? Buy yes, that looks awesome!
Close, Allegro and straight C. It's gotten to be a bit of a mess as I've band-aided on additional features. Sometimes I clean it up a little, but the codebase quality for the editor is lowest priority for me as the game itself is more important and at the end of the day this thing just edits data structures.

Not included in the screenshot is the companion terminal window, which is used for some output as well as inputs. I got lazy enough that I didn't make a GUI string entry interface, it just directs you to the terminal to use stdin :p

TheMole
10-09-2015, 01:49 PM
Not included in the screenshot is the companion terminal window, which is used for some output as well as inputs. I got lazy enough that I didn't make a GUI string entry interface, it just directs you to the terminal to use stdin :p

That's actually brilliant!

Bibin
10-11-2015, 04:59 PM
DOOWAH!


http://www.youtube.com/watch?v=Ge_0_FnhoWI

retrospiel
10-11-2015, 05:06 PM
DOOWAH!


http://www.youtube.com/watch?v=Ge_0_FnhoWI


This is amazing!!

Mad Moham
10-11-2015, 05:06 PM
That's looking really solid. That new video really shows how well suited the console is to this particular game.

Bibin
10-11-2015, 05:07 PM
[Reposted for page break]
DOOWAH!


http://www.youtube.com/watch?v=Ge_0_FnhoWI

Barone
10-11-2015, 05:40 PM
Can't wait to play it, Bibin!

Bibin
10-12-2015, 02:12 AM
http://i.imgur.com/ukeHAd2.png

Got the map system working, and item-collection display almost finished.

Barone
10-12-2015, 02:21 AM
:D

LinkueiBR
10-12-2015, 03:53 AM
This game is like a "metroidvania"?
AWESOME, Genesis need a game like that!!!

tryphon
10-12-2015, 04:11 AM
Genesis has already Metroidvanias, the Wonderboy serie has nothing to envy to Metroid.

Of course it has nothing to do with awesome Bibine's work. That's just that I hate this "Metroidvania" word, as if Konami/Nintendo invented the genre and it existed only on their hardware, whereas we had at least as deep games at the same time, if not sooner.

midnightrider
10-12-2015, 11:37 AM
I guess "Pitfall 2 knockoff" doesn't sound as nice for a genre description :p

Bibin
10-12-2015, 12:48 PM
I guess "Pitfall 2 knockoff" doesn't sound as nice for a genre description :p

Pitfall 2 doesn't really resemble the genre... at most you're going back because you made a dumb mistake. You don't gain abilities that enable exploration previously blocked off.

midnightrider
10-12-2015, 02:48 PM
You still have a vertically and horizontally interconnected world to explore.

Bibin
10-19-2015, 03:21 AM
https://www.youtube.com/watch?v=eE1FaxZ92WI

Lots of progress made on this Metroidvania!

matteus
10-19-2015, 06:31 AM
It's very metroid in look and feel! ZX Speccy games were doing the style way before Nintendo were. Good job Bibin! Ignore the critics just politely ask them to go and code their own game ;)

Bramsworth
10-19-2015, 06:33 PM
Bosses next? :D

This is amazing. Haven't played this game for years now, but got it when it was first out. Is the original game author aware of this project?

Bibin
10-20-2015, 12:47 AM
Yes, we've been communicating here and there for the sake of project direction. I still have a lot of objects to implement before bosses... I'm holding off until I have the map all drawn out before I start on that.

I just got this guy done when I got home from work today:
http://i.imgur.com/0uS1KSw.png

Bibin
10-20-2015, 03:52 PM
Switched to a semi-dynamic VRAM allocation system since it looks like I'd begin to run into trouble otherwise. Now enemy graphics get loaded when the enemy is in the room, rather than all enemy graphics loading at once.

matteus
10-20-2015, 06:53 PM
Switched to a semi-dynamic VRAM allocation system since it looks like I'd begin to run into trouble otherwise. Now enemy graphics get loaded when the enemy is in the room, rather than all enemy graphics loading at once.

ahh the joys of 64kb :)

Bibin
10-20-2015, 07:14 PM
ahh the joys of 64kb :)

Hey, 64Kb is a lot! I just hit the ceiling trying to load every enemy graphic at the same time. I might be able to fit most of it but it would be tight. The new solution means less DMA on each room load anyway, so it's a little faster.

matteus
10-20-2015, 07:40 PM
Hey, 64Kb is a lot! I just hit the ceiling trying to load every enemy graphic at the same time. I might be able to fit most of it but it would be tight. The new solution means less DMA on each room load anyway, so it's a little faster.

I know it's a lot ^^ It was a bit of a tongue in cheek comment! You're using the SGDK to develop this right? Are you using the Sprite Engine?

magicalsoundshower
10-21-2015, 05:14 AM
For some reason, I was thinking about this game the other day -- and it deserves it, it's fantastic! Then I saw this, holy shit! Awesome work, Bibin!

Bibin
10-21-2015, 01:42 PM
I know it's a lot ^^ It was a bit of a tongue in cheek comment! You're using the SGDK to develop this right? Are you using the Sprite Engine?

I'm using SGDK only as far as having initialization handled, and sending off DMAs. So far all data has been generated using various tile editors and a hex editor. I made my own sprite engine as the SGDK one seems to not support sending the updated sprite table via a DMA during VBlank... maybe it does now, but it did not at the time of my starting.

You can see how backgrounds are updated here:
https://github.com/Mikejmoffitt/LICS/blob/master/src/map.c

The enemy code is the newest code and for time saving I've implemented some psuedo-polymorphism. Every enemy has a common header, which has some basic properties (positioning, collision info, caching of tile indeces for sprite rendering, and function pointers to their processes). The enemy running function runs the callbacks for every frame, but things like enemy collision detection with the player and cubes are done in a general sense unless overridden in the derived enemy object.

Here's the enemy support:
https://github.com/Mikejmoffitt/LICS/blob/master/src/enemy.c

An example of an enemy implementing all this is here:
https://github.com/Mikejmoffitt/LICS/blob/master/src/objects/boingo.c

matteus
10-21-2015, 02:01 PM
I'm using SGDK only as far as having initialization handled, and sending off DMAs. So far all data has been generated using various tile editors and a hex editor. I made my own sprite engine as the SGDK one seems to not support sending the updated sprite table via a DMA during VBlank... maybe it does now, but it did not at the time of my starting.

You can see how backgrounds are updated here:
https://github.com/Mikejmoffitt/LICS/blob/master/src/map.c

The enemy code is the newest code and for time saving I've implemented some psuedo-polymorphism. Every enemy has a common header, which has some basic properties (positioning, collision info, caching of tile indeces for sprite rendering, and function pointers to their processes). The enemy running function runs the callbacks for every frame, but things like enemy collision detection with the player and cubes are done in a general sense unless overridden in the derived enemy object.

Here's the enemy support:
https://github.com/Mikejmoffitt/LICS/blob/master/src/enemy.c

An example of an enemy implementing all this is here:
https://github.com/Mikejmoffitt/LICS/blob/master/src/objects/boingo.c

I'm going to have to sit down and go through all of this at some point. It's a step up from my projects!

Bibin
10-21-2015, 05:12 PM
I decided to take a quick break from putting in more enemies and rooms, and have started focusing on having the game play as close to identical between NTSC and PAL versions. It is 2015; there are far less excuses for PAL to run the whole game slower! Some things will be a little different as some objects move in pixel space instead of fixed-point space, but the differences will be minimal.

BladeJunker
10-23-2015, 03:30 PM
I decided to take a quick break from putting in more enemies and rooms, and have started focusing on having the game play as close to identical between NTSC and PAL versions. It is 2015; there are far less excuses for PAL to run the whole game slower! Some things will be a little different as some objects move in pixel space instead of fixed-point space, but the differences will be minimal.

I don't live in a PAL region so I know very little about it, truthfully I've ignored it mostly for other areas of research and regarded it as an ending task. :| I'm curious what you had in mind, speed settings? Is the reduced PAL requirements because of HD-TVs, what is left to support in 2015, and are PAL SD-TVs still supported?

I have to say I get more and more interested in this game the more I see about it and am thankful you are porting it. I thought it was just a platformer, didn't realize there was that whole exploration/map, backtracking, and power-up/obstacle aspect. :D

TmEE
10-24-2015, 01:10 AM
50Hz forever ! So much extra processing power...
But yes, making games work in both 50 and 60 can be a PITA.

magicalsoundshower
10-24-2015, 02:42 AM
I don't live in a PAL region so I know very little about it, truthfully I've ignored it mostly for other areas of research and regarded it as an ending task. :| I'm curious what you had in mind, speed settings? Is the reduced PAL requirements because of HD-TVs, what is left to support in 2015, and are PAL SD-TVs still supported?

As far as I've been able to find out, there have been PAL SD TVs that are able to stomach 60Hz (thanks to the PAL60 format) since the 1980s. It looks like the problem is the console hardware itself and the way in which it has been modified to work well with PAL (as far as I know, most PAL systems even use slightly lower clock speed).

If you want to make sure your game runs at the same speed on PAL and NTSC consoles, you have to jump through a couple hoops. Many developers back then didn't, which is why PAL Sonic, for example, actually runs a tad slower. It looks like people are indecisive on if Sega sped up the music to compensate for this, but judging from this video (which seems to have been recorded from an actual console), it appears that they didn't!


https://www.youtube.com/watch?v=xXGAzruMkSg

TmEE
10-24-2015, 03:48 AM
Music is slow if the game was started in 60Hz and then switched to 50. If you start it in 50 it is correct speed, and then if you switch to 60 it goes too fast (and game borks up because it does have some compensation for 50Hz stuff, namely to push palette writes offscreen from the border).

Bibin
10-27-2015, 03:44 AM
I tested Sega CD mode on a barely-working Model 1 Sega CD, and it's fine. The mixing of the Model 1 is MUCH better than on the CDX, where the already-quiet PSG is drowned out by CD audio.

Bibin
11-02-2015, 03:19 PM
Progress is slow but sure. I've added roughly one room and a few enemies per week. At that rate it'll take a while so I'll have to speed up a bit.

retrospiel
11-02-2015, 04:20 PM
Oh, take your time. It's better to have a quality game than rushing things out. And no one wants you to suffer from a burnout either.

Bibin
11-03-2015, 04:28 AM
http://i.imgur.com/JCUc0Mq.png

Logs from the past week or so. Got another enemy in today!

Bibin
11-04-2015, 03:46 AM
http://i.imgur.com/yl8h14j.png
More enemies...

matteus
11-04-2015, 05:07 AM
It must be great to be able to do graphics as well as code :(

Barone
11-04-2015, 02:18 PM
It must be great to be able to do graphics as well as code :(
And music, and sfx. :daze:

SEGA.GENESIS1989
11-04-2015, 07:15 PM
http://i.imgur.com/yl8h14j.png
More enemies...


Ah! Nice eye candy! My eyeballs say thank you!:p

Bibin
11-16-2015, 12:23 AM
And we're back, with working teleporters:

http://i.imgur.com/eSuDE4Y.png

I fixed a few outstanding bugs that I have been procrastinating about too.

Scorpion Illuminati
11-16-2015, 04:28 AM
The game looks really nice. The graphics reminds me of Quake for the ZX Spectrum.

Sincerely,

Scorpion Illuminati

SEGA.GENESIS1989
11-16-2015, 09:21 AM
The game looks really nice. The graphics reminds me of Quake for the ZX Spectrum.

Sincerely,

Scorpion Illuminati

Considering Bibin's latest post, here is a video of the original game in action featuring the teleporter (time stamped at 24 seconds):

https://www.youtube.com/watch?v=_SkD7ooE-RU

Scorpion Illuminati
11-17-2015, 02:51 AM
Considering Bibin's latest post, here is a video of the original game in action featuring the teleporter (time stamped at 24 seconds):

https://www.youtube.com/watch?v=_SkD7ooE-RU

That sure is some nice gameplay, the music is spot on with the music style of Quake with the" wavy" style music. Also Binbin's latest post was 11-15-2015, not sure what you mean by "considering his latest post" after quoting me not that it matters.

Sincerely,

Scorpion Illuminati

Bibin
11-18-2015, 04:33 AM
Got another guy in today
http://i.imgur.com/DVQuBir.png

Bibin
12-11-2015, 12:03 PM
And we're back, with the cow:

http://i.imgur.com/IpYng6T.png
http://i.imgur.com/D5w8Srk.png

Mad Moham
12-11-2015, 12:41 PM
Looks great Bibin. This seems like a really good choice of game to port.

Do you have a new video too?

Barone
02-20-2016, 12:07 AM
What happened to this great project?

Mad Moham
02-20-2016, 07:32 AM
I really hope this project hasn't been abandoned, I think this is one of the best ideas for a port that I've ever seen. Maybe its on hold while a big workload is being dealt with?

Scorpion Illuminati
02-20-2016, 04:18 PM
I really hope this project hasn't been abandoned, I think this is one of the best ideas for a port that I've ever seen. Maybe its on hold while a big workload is being dealt with?
Me too, I really hope development has simply slowed down and not stopped entirely. I think real life has caught up with him finally and that's what's causing the slow progress.

Sincerely,

Scorpion Illuminati

Bibin
04-03-2016, 01:14 PM
This project isn't abandoned, just other projects and real life got in the way. It'll pick up more in the summer.

LinkueiBR
04-04-2016, 03:03 PM
keep it up bibin

tryphon
04-04-2016, 06:41 PM
keep it up bibin

:chewie:

SEGA.GENESIS1989
04-05-2016, 09:47 PM
This project isn't abandoned, just other projects and real life got in the way. It'll pick up more in the summer.


Hehe! I should be dejected but I'm quite elated that we will eventually get to play this game on the MD! :)

Bibin
05-19-2016, 12:58 PM
I'm not dead!

http://i.imgur.com/4O9N8gM.png

SEGA.GENESIS1989
05-19-2016, 02:55 PM
:) Welcome back!

LinkueiBR
05-19-2016, 08:20 PM
I'm not dead!

http://i.imgur.com/4O9N8gM.png

He's back!! :)

Bibin
11-15-2016, 05:32 PM
I'm still not dead, just a miserable student trying to graduate. Only about a month left...

Meanwhile, please play around with this - I've thrown it together so I can have something to show at the Maker Faire near me on Saturday. Inaccessible areas are blocked off. You can almost get to the first boss, though the boss isn't actually there yet.

http://mikejmoffitt.com/bin/lyle.bin

LinkueiBR
11-15-2016, 07:44 PM
I'm still not dead, just a miserable student trying to graduate. Only about a month left...

Meanwhile, please play around with this - I've thrown it together so I can have something to show at the Maker Faire near me on Saturday. Inaccessible areas are blocked off. You can almost get to the first boss, though the boss isn't actually there yet.

http://mikejmoffitt.com/bin/lyle.bin

WOAHHHHHHHHHHH
THIS NEED TO BE PHYSICALLY RELEASED!

Bibin
11-15-2016, 07:51 PM
WOAHHHHHHHHHHH
THIS NEED TO BE PHYSICALLY RELEASED!

Well, that's hardly even 1/4 of the game - releasing a demo cart would be silly!

I threw this together:

http://mikejmoffitt.com/mus/mine/licsgen_8.mp3

LinkueiBR
11-16-2016, 09:52 AM
Well, that's hardly even 1/4 of the game - releasing a demo cart would be silly!

I threw this together:

http://mikejmoffitt.com/mus/mine/licsgen_8.mp3

when finished*

EPSYLON EAGLE
11-16-2016, 09:55 AM
Good see this project live!

retrospiel
11-29-2016, 10:42 AM
WOAHHHHHHHHHHH
THIS NEED TO BE PHYSICALLY RELEASED!

I agree. ;)

Assman
11-29-2016, 11:15 PM
I'm still not dead, just a miserable student trying to graduate. Only about a month left...

Meanwhile, please play around with this - I've thrown it together so I can have something to show at the Maker Faire near me on Saturday. Inaccessible areas are blocked off. You can almost get to the first boss, though the boss isn't actually there yet.

http://mikejmoffitt.com/bin/lyle.bin

I had fun messing around with this. I suck pretty hard at it, but I'm looking forward to the full release.

By the way, if you have a Sega CD attached (presumably; I was playing on my X'Eye), it'll play tracks from whatever disc is sitting in the tray. It was kind of interesting having the Samurai Showdown character select music triggered when I got to a certain screen. I remember reading something about the game checking for the SCD hardware to play the CD soundtrack, so I'm sure that's all intentional, but is there any way to disable it when the tracks on the disc don't match what it's expecting?

SEGA.GENESIS1989
11-30-2016, 07:51 AM
Well, that's hardly even 1/4 of the game - releasing a demo cart would be silly!

I threw this together:

http://mikejmoffitt.com/mus/mine/licsgen_8.mp3


You know that you are enjoying the soundtrack when you are able to listen to it from beginning to end ... and find yourself replaying it again and again!

Amazing job Bibin! :D

Bibin
12-01-2016, 02:46 PM
I had fun messing around with this. I suck pretty hard at it, but I'm looking forward to the full release.

By the way, if you have a Sega CD attached (presumably; I was playing on my X'Eye), it'll play tracks from whatever disc is sitting in the tray. It was kind of interesting having the Samurai Showdown character select music triggered when I got to a certain screen. I remember reading something about the game checking for the SCD hardware to play the CD soundtrack, so I'm sure that's all intentional, but is there any way to disable it when the tracks on the disc don't match what it's expecting?

The idea is that you can have a disc containing the original game's music to make it original. I can't check if the disc matches or doesn't, but I do plan on making the Sega CD features optional.

Sik
12-01-2016, 02:58 PM
You can just add a file somewhere or something that says if it's original. Easy to forge but would prevent accidentally playing the wrong soundtrack. (may as well just make a setting and let the player decide, though)

To be fair though I prefer it this way. Carmageddon II can take any audio CD to play tracks from, and the game's disc contains only four Iron Maiden tracks. When I felt like it I would put an Iron Maiden album instead (with 12 tracks) and play with that, and of course since it was still Iron Maiden it fit the game perfectly (・・ ) Good times.

The downside is that now I associate Iron Maiden with that game XD

Bibin
04-20-2017, 05:57 AM
ignoring how horrible this GIF looks, the project isn't dead, just reeeeeeeeeeal slow:

https://klovimg.com/images/2017/04/20/ezgif.com-video-to-gif.gif

We got the scrolling BG on the rooftop stage, and some helpful debug stuff (for me!)

EPSYLON EAGLE
04-20-2017, 11:24 AM
He is live and better and better.

smokemonster
04-20-2017, 01:01 PM
This is looking great, Bibin. I love the visual style you've created.

Bibin
04-20-2017, 07:29 PM
Ah, remember this is just a port! The only creative visual work I am doing is little tricks to try to get everything to fit within palette constraints.

smokemonster
04-20-2017, 08:24 PM
Excellent porting, Bibin :cool:

SEGA.GENESIS1989
04-20-2017, 11:29 PM
... And with that my excitement is restored! :D

Bibin
04-21-2017, 04:51 PM
Banged out a few more rooms to expand the map. The giant 11x1 rooftop, the room to the right of it, and almost all of the 5x1 area underneath the large purple zone.

Mad Moham
04-22-2017, 06:32 AM
Slow progress is better than no progress. I really enjoyed the demo and I think that this is probably one of the best choices of game to port to the system.