Page 1 of 5

Project SNES: character design, powerups, levels etc

Posted: Sun Aug 29, 2010 12:35 pm
by psycopathicteen
Contribute your own characters, powerups, enemies, level ideas, items or gameplay ideas to this thread.

Name: undecided

Genre: platforming, action

Graphic mood or style: colorful and cartoony

Music genre: trance, using 2A03+VRC7 or 2A03+N106 style samples

Protagonist: teenage girl, cute outfit, long hair in 2 ponytails (color undecided)

Story: Idk, something about restoring peace to some make-believe universe

Abilities: jumping, ducking, 8-way speed dashing attack

Attacking enemies: undecided, either jumping ontop of an enemy (Mario style), jumping at an enemy (Sonic) or only using speed dashing attacks

Powerups:
-fire: breaths fire out of her mouth
-electricity: sparks the ground
-invincebility

Enemies:
-small robot: goomba like enemy
-slicing pendelem
-sparking robot: sparks the ground
-pirate dude: throws swords

Items:
-powerup blocks: break when doing dash attack
-magic teletransportation mirror

Level ideas:
-grassy level
-pirateship level
-underwater level
-pyramid level
-industrial level
-cave level
-lava level

bosses: undecieded


Job offerings:

main engine programming:
Me (attempting to make the engine as readeable and intuitive to progam as possible to minimize the guess work)

object programming:
open

graphics:
open

music:
open

level designing:
open

level editing GUI programmers:
open

Posted: Sun Aug 29, 2010 6:30 pm
by HJRodrigo
How about an Alice type story. Girl brought to another world to help save a bunch of cute things. Maybe she has one of them acompany her as a side kick. The side kick provides her with extra moves or helps her access certian areas/things. The enemies can look the opposite of the cute things.

Posted: Sun Aug 29, 2010 7:15 pm
by Memblers
You could use my 2A03 sound emulator, if you want. I realize it's not as optimal to run the music engine on the CPU-side (on the SPC it's only the hardware timer and sweep emulation that gets it busy much - and most stuff doesn't use that) but I think it's definitely worth it, as there are many people who make great NSFs.

Also it would be nicer doing this, compared to playing NSFs because you can build an SNES version of the actual music engine and retool things a lot easier. Then the only thing to do is copy the NES register contents (kept in RAM) over to the SPC.

Posted: Sun Aug 29, 2010 7:24 pm
by tepples
HJRodrigo wrote:How about an Alice type story.
The NES already had one of those; it was called Super Mario Bros. But I'm not putting the idea down; a gender flip is fine too.

One word of advice: Don't make the levels too linear, or you might end up making a game on rails that could be confused for a Disney Interactive game or two. Even SMB1, with the linear constraints of the level data format and early scrolling engine (before the technique of mixing $2005 and $2006 writes was discovered), had pipes and vines.

Posted: Mon Aug 30, 2010 1:56 am
by Bregalad
So, you have a project to create a SNES platformer, and have people of NESdev collaborate on a little everything in the game ?
The idea sounds very good, however it will require quite some organization.

I don't want to be pessimistic, but at least a previous attempt at a collaborative NESdev game has gone to a deadend.

That being said, it sounds like a cool project. Trance 2A03 + N106 music on the SNES ? Sounds cool, but what exacly do you mean by this ? The use of basic BRR samples to make cool music ? Would definitely be great innovation.
However I think it should be properly programmed in SPC. Membler's emulator is just an emulator - it would likely draw a lot of performance in a game - and I'll mention the problem that everything sound terribly lowpass filtered.

Will there be only one playable character (that ponytail girl) or will be multiple character, her being the principal one ?

Posted: Mon Aug 30, 2010 2:12 am
by mic_
Membler's emulator is just an emulator - it would likely draw a lot of performance in a game
Not any more than it would on the NES. The music driver can be executed natively on the S-CPU as long as some RAM has been set aside for it. Then you'd have to send the updated APU register values to the S-SMP (i.e. 24 bytes per frame) and let it do the rest.

Posted: Mon Aug 30, 2010 2:32 am
by Dwedit
tepples wrote:(before the technique of mixing $2005 and $2006 writes was discovered)
Devil World anyone?

Posted: Mon Aug 30, 2010 7:42 am
by tepples
Devil World (U)
Release date: January 1, 2078

But seriously, I'm pretty sure that much of the SMB1 architecture was in place before Devil World (J) was released.

Posted: Mon Aug 30, 2010 7:04 pm
by psycopathicteen
Basic overview of sprite system:

Every sprite entry will be set up in 6 words:

word 1: sprite height (measured in 16x16 pixel blocks)
word 2: sprite legnth (measured in 16x16 pixel blocks)
word 3: x screen coordinate (center of sprite)
word 4: y screen coordinate (center of sprite)
word 5: ROM address
word 6:
byte 1: ROM address bank
byte 2: attributes


-Sprite height, sprite legnth, ROM address and ROM address bank can be changed only on EVEN frames. Coordinates and attributes can be changed on either EVEN or ODD frames.

-Up to 96 16x16 blocks are availiable

-sprites are stored exactly how they appear in most CHR editing programs such as tile-molester and YY-CHR.
Will there be only one playable character (that ponytail girl) or will be multiple character, her being the principal one ?
Maybe she can have a twin sister with a different hair color.

Posted: Tue Aug 31, 2010 9:11 am
by psycopathicteen
Memblers wrote:You could use my 2A03 sound emulator, if you want. I realize it's not as optimal to run the music engine on the CPU-side (on the SPC it's only the hardware timer and sweep emulation that gets it busy much - and most stuff doesn't use that) but I think it's definitely worth it, as there are many people who make great NSFs.

Also it would be nicer doing this, compared to playing NSFs because you can build an SNES version of the actual music engine and retool things a lot easier. Then the only thing to do is copy the NES register contents (kept in RAM) over to the SPC.
I'm interested. Anything I can download?

Posted: Tue Aug 31, 2010 9:27 am
by Memblers
Oops, I forgot the link. All the stuff is here, source is in 2a03-src.zip.
http://membler-industries.com/SNES/

main.asm is kind of a mess, but I guess most of the stuff in there you won't need at all. The SPC stuff is in spc.asm. I don't know how much SPC memory got used, but I doubt it's much so there should be plenty of room for more samples. Let me know if you have any questions about WTF is going on in the source there.

Posted: Tue Aug 31, 2010 4:00 pm
by psycopathicteen
Is it software mixed, or does it take up 5 channels?

Posted: Tue Aug 31, 2010 5:28 pm
by Memblers
It uses 4 channels, DPCM isn't supported. The BRR compression really aliases the sharpness of the pulse waveforms, though. I used very tiny samples, so I'm thinking longer samples with the freqs scaled up might help it, I don't know by how much though.

Posted: Tue Aug 31, 2010 6:05 pm
by psycopathicteen
I'm a little disappointed. BTW, didn't Blargg make a WAV player with the SNES a while ago? I have to look for that.

Dang it, it's in a compression format my computer doesn't support. Why can't people just use .zip and make life simpler?

Posted: Tue Aug 31, 2010 6:59 pm
by tokumaru
psycopathicteen wrote:Why can't people just use .zip and make life simpler?
Because there are better alternatives?