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segarule
12-08-2015, 09:34 AM
Here links to learn how to program in Master System (z80):

:arrow:Assembly (http://www.smspower.org/maxim/HowToProgram/Index?sid=40ac9c6c1dec05d82e66a86dc05efcd0)

:arrow: If you know C language, here (https://github.com/sverx/devkitSMS)

:arrow:If you wanna have a fun, so edit all AKMW in other game here (http://emulicious.net/kidded/) * download rom first.


An advice. Join to team with 3 or 4 programmers. Smspower proven that individual homebrews are incomplete and lack quality because they are very soberb to form a team. Sverx have proven that a job with team is more qualified.

I m studying the tutorial to know too how to program.
Help a have new SMS homebrews.

Mad Moham
12-08-2015, 01:41 PM
So are you looking for someone here to join you in making a homebrew?

If so I hope you get a good team together, I really like to see the ideas that people make. Those are some pretty good programming links too, nice find.

I'd even like to join in myself but I have almost no interest in SMS games, though I would almost certainly join a project to create a game for MD/Gen.

segarule
12-08-2015, 03:12 PM
If you enter in z80 world your development is compatible with MD/Gen.


So are you looking for someone here to join you in making a homebrew?
im not seeking someone here in forum. I pretend work in a team in my local home. I advice someone to join a local group, study the stuff and develop a homebrew.

tryphon
12-08-2015, 04:08 PM
I'm afraid that, unless you can show what you've already achieved, you'll have very little chance to have someone join you.

I wish you good luck, homebrew development for such old hardwares is really difficult, but interesting.

segarule
12-17-2015, 08:58 AM
Master Tile Converter (MTC) can export and import several tiles formats in Sega Master System (SMS) roms. It uses a portable Qt interface.

http://jmimu.free.fr/mastertileconverter/

OmegaMax
12-29-2015, 11:16 AM
Hi segarule I'm developing a game for sms in z80,did you want to have a peek at my source code and assets.

OmegaMax
12-29-2015, 10:03 PM
I'm also planning on reverse engineering Black Tiger as it's z80 in the new year.Although I won't be using any of how the game logic works for a sms game(genesis)I'll share with you if you want to code it for sms.

Yharnamresident
12-29-2015, 10:55 PM
Hi segarule I'm developing a game for sms in z80,did you want to have a peek at my source code and assets.

Do you think you could post a code snippet here? I wanna see if I can identity anything in it

tryphon
12-30-2015, 05:33 AM
I'm also planning on reverse engineering Black Tiger as it's z80 in the new year.Although I won't be using any of how the game logic works for a sms game(genesis)I'll share with you if you want to code it for sms.

You plan to port BT to Genesis ? It was also in my project list. Maybe we'll be able to cooperate ? (My project list is long enough to go to something else too :) )

segarule
12-31-2015, 06:01 PM
Hi segarule I'm developing a game for sms in z80,did you want to have a peek at my source code and assets.

Your homebrew is Psychotic Balloon ?

segarule
01-15-2016, 10:49 PM
Other site to who seek SMS development:

http://www.smstributes.co.uk/view_article.asp?articleid=40

Good Luck!

segarule
01-26-2016, 04:45 PM
devkitSMS tutorial released:

If you wanna develop SMS games in C, there is a tutorial now for a simple game here (http://www.smspower.org/forums/15888-DevkitSMSTutorial)

OmegaMax
02-02-2016, 08:25 PM
Do you think you could post a code snippet here? I wanna see if I can identity anything in it

Sorry for the late reply Azonicrider I've just completed relocating,sorry for the delay(If you'd like to see more code,spawn script,ai logic handler let me know)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
;Rush "N" Attack 'Konami' Sega Master System Tech Demo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
;Z80 Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
Do_SoldierIdle:
ld (ix+ObjectState),ObjectIdle
ld (ix+ObjectAnimationFrame),ObjectRunningFrame2
call Do_ClearObjectDeltas
call Do_ObjectKnifeAttack
jp HandleObjectsCont
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
SoldierWalkRight:
ld a,(ix+ObjectState)
cp a,SWalkRight
jr z,SoldierWalkRightCont
ld (ix+ObjectState),SWalkRight
call Do_ModObjectAnimation
ld (ix+ObjectXDelta),1
ld (ix+ObjectXDeltaSubPixel),0
ld (ix+ObjectFacingDirection),ObjectFacingRight
SoldierWalkRightCont:
call Do_ObjectTileMapCheck
cp a,NonSolid
jr z,InitObjectPlatformFall
call Do_ObjectKnifeAttack
jp HandleObjectsCont
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
Do_SoldierWalkLeft:
ld a,(ix+ObjectState)
cp a,SWalkLeft
jr z,SoldierWalkLeftCont
ld (ix_ObjectState),SWalkLeft
call Do_ModObjectAnimation
ld (ix+ObjectXDelta),-1
ld (ix+ObjectXDeltaSubPixel),0
ld (ix_ObjectDacingDIrection),ObjectFacingLeft
SoldierWalkLeftCont:
call Do_ObjectTileMapCheck
cp a,NonSolid
jr z,InitObjectPlatformFall
call Do_ObjectKnifeAttack
jp HandleObjectsCont
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
InitObjectPlatformFall:
call Do_InitObjectPlatFormGravity
ld (ix+ObjectInAirFlag),1
ld (ix+ObjectState),ObjectJumping
call Do_ModObjectAnimation
jp HandleObjectsCont
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
Do_SoldierJumping:
ld a,(ix+ObjectState)
cp a,ObjectJumping
jr z,SoldierJumpingCont
ld (ix+ObjectState),ObjectJumping
ld (ix+ObjectInAirFlag),1
call Do_ModObjectAnimation
call Do_InitObjectYVelocity
ld (ix+ObjectXDelta),0
ld (ix+ObjectXDeltaSubPixel),0
SoldierJumpingCont:
jp HandleObjectsCont
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
Do_InitObjectYVelocity:
ld (ix+ObjectYDelta),-3
ld (ix+ObjectYDeltaSubPixel),128
ret
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
Do_InitObjectPlatFormGravity:
ld (ix+ObjectYDelta),-1
ld (ix+ObjectYDeltaSubPixel),96
ret
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
Do_ModObjectAnimation:
ld a,(ix+ObjectState)
ld e,a
ld d,0
push de
ld hl,ObjectAnimationResetTable
add hl,de
ld a,(hl)
ld (ix+ObjectAnimationFrameReset),a
ld (ix+ObjectAnimationFrame),a
ld e,a
ld d,0
ld hl,ObjectAnimationFrameCountConstTable
add hl,de
ld a,(hl)
ld (ix+ObjectAnimationFrameCountConst),a
pop de
ld hl,ObjectAnimationLimitTable
add hl,de
ld a,(hl)
ld (ix+ObjectAnimationFrameLimit),a
ld (ix+ObjectAnimationFrameCount),0
ret
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
Do_ClearObjectDeltas
ld (ix+ObjectXDelta),0
ld (ix+ObjectXDeltaSubPixel),0
ld (ix+ObjectYDelta),0
ld (ix+ObjectYDeltaSubPixel),0
ret
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
ObjectAnimationLimitTable:
.db 4 ;Running Animation Frame Count Limit 1
.db 4 ;Running Animation Frame Count Limit 2
.db 4 ;Running Animation Frame Count Limit 3
.db 4 ;Running Animation Frame Count Limit 4
.db 5 ;Prone Animation Frame Count Limit 1
.db 5 ;Prone Animation Frame Count Limit 2
.db 5 ;Prone Animation Frame Count Limit 3
.db 8 ;Jump Animation Frame Count Limit 1
.db 8 ;Jump Animation Frame Count Limit 2
.db 8 ;Jump Animation Frame Count Limit 3
.db 7 ;Climbing Animation Frame Count Limit
.db 10 ;Knife Animation Frame Count Limit
.db 12 ;Knife Prone Animation Frame Count Limit
.db 14 ;Dying Animation Frame Count Limit

OmegaMax
02-02-2016, 08:32 PM
Segarule:
Yes that is a small game I was going to code and release source code so others can study the code and get started on sms dev also.
Green Beret(Rush N Attack) is also mine,but I haven't coded anything in over a month as I've just moved.

segarule
02-05-2016, 09:09 PM
I saw your Rush N Attack and it seems to me a better project!

segarule
02-05-2016, 09:09 PM
More SMS programming tools.
http://steveproxna.blogspot.ie/search/label/Sega

Help us in create sms homebrews.

OmegaMax
02-05-2016, 11:03 PM
Do you have any current projects for the master system SegaRule?

segarule
02-06-2016, 08:23 AM
No at moment because im yet studying. My goal is port any castlevania to sms. Someday.

segarule
03-18-2016, 10:10 AM
DevkitSMS in C have complete tutorial here:

http://www.smspower.org/forums/15888-DevkitSMSTutorial

OmegaMax
03-18-2016, 12:49 PM
The master system needs something along the lines of nes hacker,which I find a great resource for reverse engineering games and we need the master system equivalent.I've got about 75% of My Hero reversed engineered and about 35-40% of Wonder Boy 2,but there isn't anywhere to share these "and other games I will do in the future"because there is not a dedicated site to programmers for this.I also think it would be a good idea to include mega drive games"reverse engineered routines"not only to preserve information of old games but it could potentially assist people interested in learning to program also.

http://www.thealmightyguru.com/Games/Hacking/Wiki/index.php?title=Main_Page

tryphon
03-19-2016, 09:19 AM
The master system needs something along the lines of nes hacker,which I find a great resource for reverse engineering games and we need the master system equivalent.I've got about 75% of My Hero reversed engineered and about 35-40% of Wonder Boy 2,but there isn't anywhere to share these "and other games I will do in the future"because there is not a dedicated site to programmers for this.I also think it would be a good idea to include mega drive games"reverse engineered routines"not only to preserve information of old games but it could potentially assist people interested in learning to program also.

http://www.thealmightyguru.com/Games/Hacking/Wiki/index.php?title=Main_Page

You can use the rhdn wiki : http://datacrystal.romhacking.net/

I wrote some stuff there for megadrive games I worked on.

OmegaMax
03-21-2016, 09:48 PM
Thanks tryphon I wasn't aware of datacrystal,I've some nes info I could share on there also.

segarule
04-03-2016, 10:08 PM
SMS VDP documentation:

http://www.madrigaldesign.it/creativemu/files/tms9918_guide.pdf

OmegaMax
04-13-2016, 03:25 PM
Hi segarule how is you're program studies going?Anyway I have reversed engineered about 70% of wonder boy 2(mostly game logic)if you want to study how this game works send me a pm and I'll email the asm to you.

segarule
05-26-2016, 07:24 AM
Animated sprite editor & pixel art tool
http://www.aseprite.org/

OmegaMax
05-26-2016, 11:25 AM
Yeah badsector posted a link to this yesterday on sms power,looks interesting.

segarule
05-26-2016, 11:50 AM
The primary info have minor importance in this case.

OmegaMax
05-26-2016, 12:41 PM
I was just stating that I am aware of the tool because badsector linked it on sms power yesterday and I never heard of it before he mentioned it.Also what happened on sms tributes were you banned?

segarule
05-29-2016, 08:02 AM
Sprite editor. It can export to ASM and C.

http://atariage.com/forums/topic/161356-magellan/page-1
Last version here:

http://atariage.com/forums/topic/161356-magellan/page-18

segarule
06-11-2016, 12:50 PM
The creator of devkitSMS pretend to have a competition only with C stuff. He will offer awards. Lets go guys develop simple homebrews. I suggest a game based in classic Qbasic Gorillas. Easy and graphics are simple.

segarule
07-11-2016, 09:42 PM
The prizes are defined:

PB FM
Master Everdrive

Good prizes! Lets go friends. Good luck!

OmegaMax
08-19-2016, 10:47 PM
I have a website devoted to retro games"reverse engineered"it's very new and not only master system games though....but have a peek

http://retrocoding.weebly.com/