Sunday, September 6, 2015

SNES Livewallpaper Release

Version 0.1 released:

https://play.google.com/store/apps/details?id=org.moppu.sneslwp

Includes:

- FF4 Zeromus fight background
- FF6 Airship
- CT time gate
- LTTP credits background
- Earthbound battle BGs (only one of these at the moment)

Feel free to report bugs or make requests here.

Sunday, August 30, 2015

More Livewallpapers


uneventful weekend so i've been having fun making these things.  this one is a take on the credits background from a link to the past (original: https://www.youtube.com/watch?v=LJh3D_zX0To)

Tuesday, August 25, 2015

Another one of these things


FF6 this time.

Missing airship and clouds still, and has a couple holes in the overworld i need to fix

This will be part of the same wallpaper set with the zeromus clouds and the chrono trigger time gate, and probably some other overworlds like this.

Friday, June 5, 2015

Zelda Deathmatch - Progress

No new interesting screenshots or anything, but I've gotten a bunch of new features in recently.

- Game management is now a thing.  The server specifies when the game starts, and the client hijacks some code in the ROM to prevent you from starting the game until the server allows.  When the server says the game ends, the client dumps you back at the player select screen by flipping a few RAM values.  The results of the game will vary by the game mode.  I plan to have some basic PVP modes (Deathmatch, something CTF-like), as well as a race mode with PVP, and a co-op PVE mode with boosted enemy stats.

- Custom maps can be a thing.  As a test, I have one that isolates the southern end of hyrule by modifying a few columns in ROM on the fly.  This can allow for smaller, more PVP-friendly arenas.

- I had to inject a little code into the ROM to do detection for which player killed which by saving off the ID of the object that caused the kill and reading that with the client.  This should be working now.

Things that still need to be done:

- Kill/death tracking.  Most of the pieces are already in place for this to work.  I intend to have some sort of login system and have the server track a running history of things like this for each user.

- Bomb handling.  Bombs are the only player weapon that there isn't an enemy equivalent of that I can use for remote players, so it will be a little tricky to get PVP bombs to work.

- Enemy syncing.  I have a couple ideas for how to make this work.  We'll see if any of them work.  This may end up being a "later" sort of thing.

- A few other minor things and bugfixes.

I will probably make this open source at some point so people can apply the same concept to other games.

Thursday, May 28, 2015

Zelda Deathmatch - Map Generation

Select-button menu now generates maps for every dungeon and for the overworld.

First draft.  A few of the columns still aren't processing correctly (note entrance room for Lev1 looks screwy) and there are still issues with position jumping around when transitioning between rooms, but otherwise it seems to work.

Two connected clients, one (on the right) with map open:



Local player shows as a blue/green flashing dot (Entrance room to level 1, outside level 1) and remote players show up as red/blue flashing dot (left side of level 1, west of overworld start spot).

Also added arrow and boomerang combat, and made it so you can hit left/right on the player select screen to select 1st/2nd quest.  This might be ready for testing sometime soon.

Major things to still do:
- Game modes (PVP deathmatch, PVP race, PVE Co-op, etc)
- Syncing enemy positions
- Second quest handling (currently only first quest maps etc work)
- Bomb support for PVP - no idea how to do this yet since it's the only weapon that doesn't have an enemy equivalent that will damage the player.

Monday, May 4, 2015

Anonymous Comments

.. have been enabled.  I had forgotten that I had to do this on the som-edit blog ages ago too.

Friday, May 1, 2015

Zelda Deathmatch - World Map

Since Zelda 1's select-button pause is pretty boring I thought I'd replace it with a menu that shows some interesting stuff.

Here's an early draft of a world map generated on the pause screen from loaded ROM data.


Player locations will (optionally) be shown here, probably using the same little dot sprite that the game uses for the somewhat less interesting map in the upper left.

It also optionally shows game locations (Levels, sword upgrades, etc) as you find them so you can remember where they were (this is for randomizer runs).

The corrupted menu graphics are due to me replacing tiles 0x80 through 0xFF with the generated map data temporarily.  This can easily be fixed; there are other unused tile slots I can use.  Alternatively, I may not even keep the stuff on top around when you pause, and just replace the whole screen with the new menu stuff.

Next up: trying to come up with a good solution for syncing enemy positions so co-op games can be a thing.

Monday, April 27, 2015

Zelda Deathmatch

For the last week or so I've been working on a way to add multiplayer/PVP to Zelda 1.

Here's a couple progress videos.

Candle Combat

Wand Combat

Saturday, March 28, 2015

Projects Blog

I've gotten to have quite a few half-finished projects over the years.

This bright, lovely new blog will attempt to track progress for them.

This is not a replacement for the Secret of Mana Editor blog, but will complement it as it's still one of the things I work on from time to time.

Posts will be made when significant progress is made on something.  Or possibly never.

Hope everybody likes dandelions.