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Main - ROM Hacking - Homebrew game in the works...?? New thread | New reply


cory21391
Posted on 07-31-07 12:27 AM Link | Quote | ID: 59626


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I'm working on creating a snes game from scratch, by myself. All i have so far is the logo and title screen. Then it leads to the map, which all i have is the map GFX, no level selection or anything. Total, there will be 6 levels, 1 for each planet and 1 for the satellite. well, here's the compiled smc
http://www.mediafire.com/?bshdhlzxtd4
to show progress so far (nm though ) and here's the story...

"In a distant galaxy far far away, trouble is brewing. A black hole has seemingly emerged from nowhere right in the center of the Nebulon 5 star system. That's only the tip of the iceberg however, because an evil ruler named Shadow came from the black hole itself to take over the entire Solar System! His plan went well and his minions have control of all 6 planets orbiting the giant star Nebulon 5. There's 1 hope for the inhabitants of Nebulon 5 and that's Spike Haughton. He is the test subject of a new technology known as psychoenergetics. He has a new device implanted in his body. It is known as a "Psychoenergetics Input/Output Terminal" (PIOT) which is linked straight into one's nervous system, brain, and mind itself. He must harness his new powers through various devices to take down the evil tyrant."

Well, any thoughts on the matter? It's going to be an action/adventure game btw.


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Dr. Hell
Posted on 07-31-07 12:42 AM Link | Quote | ID: 59627


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I haven't looked at the smc yet, but I think your story needs a little work (which I'm sure you plan on doing anyways). I actually have a couple ideas I can bounce off of you, and give you some pointers to writing a story if you'd like, but the biggest thing is I think you should change a couple of names. Nebulon 5, and Shadow just seem like really stock names. I think you should come up with something a little more original for those. The ideas I got are just some ideas to develop Spike's character a little bit, then again you'd totally need cutscenes to do that, and I don't know if you're going to be able to do that or not.

cory21391
Posted on 07-31-07 12:45 AM (rev. 2 of 07-31-07 12:47 AM) Link | Quote | ID: 59628


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well, i could do cutscenes, but.... yea.... i kinda wanted to keep my first attempt at a game demo simple.... don't really want cutscenes, but maybe. maybe i could do like in vectorman, with the txt and the pics and pressing A to go to the next screen and stuff...

EDIT: and actually, i just thought about it, and mario's story is simple. and DKC's story is REALLY simple. i mean really! a reptile came and stole his damn bananas, come on people! but i do think the names could do with some change...

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Dr. Hell
Posted on 07-31-07 12:50 AM Link | Quote | ID: 59630


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I dunno, I'm just coming from a film student's perspective, and when I said cutscenes I totally had the picture and text thing in mind. It would just lead to some interesting plot twists and stuff, I mean look at the Mega Man X games. They came out around the same time as DKC, and they had awesome storylines in them for the time.

cory21391
Posted on 07-31-07 12:59 AM Link | Quote | ID: 59631


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i think of cutscenes as actual VIDEO, which would be very 'time consuming' to do (to say the least) But any name changes for Shadow and Nebulon 5 would be appreciated. Oh and the names of the planets. If you got a chance to see the map, here's the 'stats' of the planets:
planet1: Red (terrain similar to Mars, red sand, rocky and sandstorms)
planet2: Aqua (a world that is full of water)
planet3: Green (a world consumed by jungles and stuff)
planet4: yellow (has rings, is very very gaseous)
planet5: dark grey (with blue 'lightning' circling it) a dark planet ravaged by wars and nuclear explosions, unstable atmosphere constantly storming
and
the satelitte thing: a space station circling planet 5, where shadow resides in his secret labs and high tech stuff.

And for the bottom 1/2 of the screen would show the 'highlighted' planets stats and a picture of the landscape

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MathOnNapkins
Posted on 07-31-07 01:04 AM Link | Quote | ID: 59632


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Cutscenes are not really video in SNES games. They're scripted sequences involving sprites and backgrounds where the player has no control. You could also use windowing to do that whole "widescreen" look. i.e. have two black rectangles at the top and bottom of the screen.

The text thing would probably require a VWF (variable width font) to look nice, though. Look at a game like Demon's Crest. It sorely needs a VWF b/c the letters are huuuuuuuuuuge.

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Ailure
Posted on 07-31-07 01:04 AM Link | Quote | ID: 59633

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At least you got way more far than I did with my NES homebrew. The screen was filled with T's, which you could scroll with A and B, while making noises. xD I never got around making it spell out test.

Time to see some new SNES homebrew. The little I seen isn't much to talk about, although there's a few interesting homebrewn NES games.

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cory21391
Posted on 07-31-07 01:08 AM Link | Quote | ID: 59635


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When thinking about how to do a cutscene, I would think to use a 64x64 screensize with 16x16 tiles, just changing the GFX like every frame. LOL Though, of course, that would be insane to try b/c of tiledata space and whatnot....

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Dr. Hell
Posted on 07-31-07 01:18 AM Link | Quote | ID: 59637


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Well I'd be pleased with just a still image, with some text under it, and then you hit A and see another still image with some text under it.

So... names. It's tough dude, trust me I know, but I'll see what I can come up with off the top of my head.

Shadow
------------
I'm thinking something regal, or almost Roman sounding concidering how he conquered the entire solar system. A lot of names ending in -us or -cus
Magnus Mirellius
Lord Titanicus
King Fearon (pronounce that however you want. I personally like Fear-On)
Markus Tyranicus (or if you want it to be a little bit quirky Markus Tyrannical)
Mix and match all you want.


Nebulon 5
-------------
Titen
Solarnia
Eden
Solanium 5
I dunno... naming planets is harder. I'll try to come up with more for levels later.

cory21391
Posted on 07-31-07 01:33 AM Link | Quote | ID: 59644


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I figured I'd look up space related stuff and I've decided to name the star system Andromeda

http://en.wikipedia.org/wiki/Andromeda_Galaxy

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Sukasa
Posted on 07-31-07 07:58 AM Link | Quote | ID: 59670


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Nice! I can't say too much at the moment, but I will I'm keeping an eye on this.


Also just got inspired to write ACTUAL CODE for my homebrew game as well, thanks!

smkdan
Posted on 07-31-07 08:22 AM Link | Quote | ID: 59672


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The only SNES homebrew games I know are rape games and this anti aircraft tank game. They both suck. Particularly the former. It's nice to see something fresh.

You'd get around 12FPS video with a full screen of 4bpp tiles. 64x64 is an easy 60FPS. It's a matter of balancing out size with speed. Tile space in video memory isn't really an issue, since you have enough room for a screen full of unique 8bit tiles with roughly 8k to spare. Aslong as you don't have much else going on at the time, it's more of a problem with your cart capacity.

GreyMaria
Posted on 07-31-07 08:22 AM Link | Quote | ID: 59673

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Posted by cory21391
...In a distant galaxy far far away...


CLICHÉ AWAAAAY

Please do try to avoid clichés in your story if at all possible

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Sukasa
Posted on 07-31-07 08:33 AM Link | Quote | ID: 59675


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Posted by smkdan
The only SNES homebrew games I know are rape games and this anti aircraft tank game. They both suck. Particularly the former. It's nice to see something fresh.

You'd get around 12FPS video with a full screen of 4bpp tiles. 64x64 is an easy 60FPS. It's a matter of balancing out size with speed. Tile space in video memory isn't really an issue, since you have enough room for a screen full of unique 8bit tiles with roughly 8k to spare. Aslong as you don't have much else going on at the time, it's more of a problem with your cart capacity.


Well, there are two possible solutions to this, and combining them together is probably best.

First off is an extra-large ROM. For example, my homebrew (used as example), is going to be 8MBytes, since I need the extra space for a large audio file (streamed to the SPC, yay!). Likewise, instead of an audio file, you could store the video file in the extra space. The other option would be to compress teh video, although for this you may want to invest in an exprea processor such as the SA-1 (10Mhz.) or SuperFX (21Mhz, loads of free cycles). Note that the 8MB ROM option comes pre-equipped with the SA-1.

Ideally, the best solution would use a combination of compression and a larger ROM (though not nessesarily an 8 MByte ROM like me).

smkdan
Posted on 07-31-07 08:55 AM Link | Quote | ID: 59676


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If you want to go all the way with the video, SA-1 does have some nice bank switching features (page 32 in book2.pdf). Looks like you switch in 1Mbyte chunks into one of two 4Mbyte memory areas. I think for the purpose, the SDD-1 could've been the ideal choice. Decompression 'on-the-fly' sounds like you can just DMA straight for compressed ROM to video memory and the chip handles all the decompression. Haven't seen much info on it though.

cory21391
Posted on 08-02-07 09:50 PM Link | Quote | ID: 59757


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I've always wondered how you can get roms over 16MB. since the snes can read 24bit addresses, then the largest rom address would be $FF:FFFF (not including registers and ram) giving 16,777,215 offsets (where there are 255 banks and 65,535 bytes per bank. So.. how can games be like 32MB?

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MathOnNapkins
Posted on 08-02-07 11:05 PM Link | Quote | ID: 59775


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The games in question are 32 megaBITs in size, which is equivalent to 4 megabytes, only 1/4 of the available address space. Carts really can't be bigger than 6 megabytes. Though, I think with the right memory mapper on a cartridge, you could have a rom with a lot more than 16 megabytes anyway.

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smkdan
Posted on 08-03-07 01:48 AM Link | Quote | ID: 59797


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Carts really can't be bigger than 6 megabytes.

Did the 6MB games bankswitch with some on cart hardware or did they have unique data where there would otherwise be mirrors of other data? I mean if C0:0000 would contain different data from 80:8000.

I wonder this because I see some hacking threads on DKC, but it's already 32Mbits. It runs program from either sections of the ROM. If 80:8000 / C0:0000 were to be changed it would break the game without a massive rewrite. You wouldn't have any expansion space for levels.

blackhole89
Posted on 08-03-07 02:02 AM Link | Quote | ID: 59798


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Lunar Expand does support some 8MB mappings though, so I'd assume they do exist (I, however, have no ROM using them); also, only LoROM mappings have $**1234 mapped to $**9234 etc., so a bank in HiROM fits 64KB., and you could fit 8MB in going from bank 80 to FF... then, yeah, bankswitching hardware in cartridges.

Also, I totally read that as "Cats really can't be bigger than 6 megabytes." at first.

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cory21391
Posted on 08-04-07 10:55 PM (rev. 2 of 08-04-07 10:56 PM) Link | Quote | ID: 59954


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OK, I've finally finished the map (level select) and i have the compiled rom. However.... I accidentally wrote over the inc file that had all the palettes (color data) and i was wondering if there was a way to read every value from CGRAM at a given time... (I don't know where the colors are either...) could i just use zsnes savestates and BG Mapper?

here's the new rom
(all levels won't be accessible from the start when it's finished)

http://www.mediafire.com/?9v2elehvbmm

Almost forgot:
ROM SPACE REMAINING:

Bank 00 has 19,395 bytes (59.19%) free space
Bank 01 has 03,716 bytes (11.34%) free space
Bank 02 has 32,667 bytes (99.69%) free space
Banks 03 - 07 have 32,768 bytes (100.0%) free space each

ROM Free Space = 219,618 bytes/262,144 bytes


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