That's probably due to the weird fact that the NES (and System M/J generally) has non-square pixels. As computers usually use square pixels, 240 scan lines at a 3:4 aspect ratio gives 320 samples per line. Which happens to be QVGA. As a lot of EMUs scale their graphical output to QVGA (or another 3:4 size), it's not surprising that you see this sort of thing.thefox wrote:It's a pretty simple game, but it sure is fun! Too bad the resolution is wrong (320x240).
Cool "Streemerz" game from Action52 Remake Project
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Karatorian
- Posts: 76
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NTSC pixels are square if they're 7/12 of a color subcarrier cycle wide. (That's for 240p; for 480i, it's 7/24.) This is where we get the 8:7 PAR for the NTSC NES, because the PPU makes a dot every 8/12 of a color cycle.
Now for a recap
Now for a recap
Good.thefox wrote:okaying it with the original author
Good.He sent me the player sprites
I think I know how to get screenshots of the levels by extracting them from a YouTube speedrun of the Flash game. Then I could use some basic image processing to figure out which metatile is in each position. That would give me a collection of 20x15 grids, ready to rework into 16x14 grids for this project.hasn't responded to my latest message where I asked for more assets (levels...)
Hah, I hadn't thought about that, sounds crazy enough to work.I think I know how to get screenshots of the levels by extracting them from a YouTube speedrun of the Flash game. Then I could use some basic image processing to figure out which metatile is in each position. That would give me a collection of 20x15 grids, ready to rework into 16x14 grids for this project.hasn't responded to my latest message where I asked for more assets (levels...)
Bit offtopic and maybe known already, but looking for that Flash playthrough mentioned made me realize that there also was a Streemerz sequel made.
Very short short though, pretty much a 1 level demo. But nevertheless pretty cool... doubt it'd be even possible to adapt to the NES though with all the rotations of the playfield as part of the gameplay :)
Download link here
Very short short though, pretty much a 1 level demo. But nevertheless pretty cool... doubt it'd be even possible to adapt to the NES though with all the rotations of the playfield as part of the gameplay :)
Download link here
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Karatorian
- Posts: 76
- Joined: Sun Sep 30, 2007 9:54 pm
- Location: Corneria
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Possibly, I have been thinking about it, and I already got a multidirectional scrolling engine done, so...Karatorian wrote:Any chance I could convince you to implement vertical scrolling? I think it would improve the game a bit. Maybe I just suck (which, in twitch, I generally do), but some the screen transitions made it hard to avoid Mr. Y's Balls.
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi
Here are the maps extracted from a speedrun. Get them while they're hot:
http://www.mediafire.com/?pp201l5f3ufyshq
Caution: Looking at these maps may cause flashbacks to when NES games were in Nintendo Power.
http://www.mediafire.com/?pp201l5f3ufyshq
Caution: Looking at these maps may cause flashbacks to when NES games were in Nintendo Power.
Good work, I'll try to clean up some of these later today.tepples wrote:Here are the maps extracted from a speedrun. Get them while they're hot:
http://www.mediafire.com/?pp201l5f3ufyshq
Caution: Looking at these maps may cause flashbacks to when NES games were in Nintendo Power.
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi
Do you know a way of dumping the binary blocks?Dwedit wrote:There's also a bunch of "DefineBinary" tags in the flash file. Maybe some of them are maps.
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi
Here's all the DefineBinary tags ripped right out of the SWF file.
These are raw SWF tags, including the 2 byte header that specifies the tag type and size in bytes. Tags larger than 63 bytes get 4 more bytes for the size of the tag.
I looked at a few of them, many of them seem to be text. Binary122 is even a flash file, it's the Mak Gam logo.
These are raw SWF tags, including the 2 byte header that specifies the tag type and size in bytes. Tags larger than 63 bytes get 4 more bytes for the size of the tag.
I looked at a few of them, many of them seem to be text. Binary122 is even a flash file, it's the Mak Gam logo.
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!
I took a quick look as well, there's a curious signature "CNC ARRAY" in some of them. Some googling led me to ClickTeam's forum, and then it hit me, CNC = Click 'n Create, i.e. one of those WYSIWYG game/multimedia tools. It looks like the game might have been made using one of the ClickTeam's tools, such as Multimedia Fusion (I didn't know it could produce SWF files until now).Dwedit wrote:Here's all the DefineBinary tags ripped right out of the SWF file.
These are raw SWF tags, including the 2 byte header that specifies the tag type and size in bytes. Tags larger than 63 bytes get 4 more bytes for the size of the tag.
I looked at a few of them, many of them seem to be text. Binary122 is even a flash file, it's the Mak Gam logo.
Shouldn't be too hard to figure out the format of that file.
EDIT: Wasn't too hard indeed, seems to be like this:
Code: Select all
CNC ARRAY format
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signature: CNC ARRAY\0
unknown dword: 02 (version number maybe?)
dword: x dimension
dword: y dimension
dword: z dimension
dword: option flags
lowest two bits indicate the type: 1 = numeric array, 2 = text array
next bit is "base 1 index" flag
next bit is "global to this application" flag
after that comes x*y*z ints
Last edited by thefox on Sat Mar 10, 2012 3:27 am, edited 1 time in total.