1

So a few weeks ago I was looking for an open source game to port over to NG, and stumbled upon Beats of Rage.
It's originally a DOS/Dreamcast game that happens to be open source (C language). The game isn't great but we're just here for the porting fun. grin

The base game, for reference:



The engine isn't quite suited for old systems as animations and AI are timing based instead of frame base.
This leads to IA being run 3 to 4 times for each entity each frame (engine operates on 5ms steps).
All the data had to be processed through converter tools to make it usable.

Here's a few progress grabs:

First running minimal build. Can spawn & operate player entity.


Added ennemy entities spawn, AI etc to be able to run the combat layer.
CPU is destroyed by the engine use of floats for coordinates. couic



Some work later, replaced float coordinates with an integer solution.
Added most entities, BG scrollings, fix layer. Proper conversion and use of level format.
Still missing shadows atm.



At this point the basics are working, most of the remaining work is tedious reworking backgrounds for use on the system.
Engine is "as is" at the moment, except for the exclusion of floats.
Some sprites are unnecessary large, wasting a lot of HW sprites.
Also some entities are showing too much colors and need manual frames adjustments before being able to include them.

2

Amazing stuff, nice to see a game project from you #Awesome#
I guess it heavily uses your SpritePools feature of DATlib for the sprites Z-order?

3

Nah the engine has its own animation system so it needed a new dedicated piece of code to render.

4

Simply Amazing HPMAN!!!
RetroIsTheOnlyFuture!

5

Impressive as always :-O

6

Great work HPMan. Do you know how many enemies you can get on-screen before you get a frame-drop?

7

This is jaw dropping stuff! Beautiful work love the way you laid out the post. Like reading a story that just keeps getting better an better!

8

CosmicR (./6) :
Great work HPMan. Do you know how many enemies you can get on-screen before you get a frame-drop?

About 9, code isn't quite optimized tho.

9

Juste pour dire que ce projet est juste fantastique et comblerait un véritable de manque de Beat them all sur Neo geo
(STP oublie pas de nous faire une version du pauvre cd)
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La Neo Geo CD à son site (en tout cas elle essaye...): http://neogeocdworld.info/
Le forum de la Neo Geo sur Yaronet: forums/264

Un petit site sur l'Atari Falcon avec plein de trucs bon pour votre poussin: http://falcon.ti-fr.com/

10

Wa super ça !
T'en as informé la Team Senile ?
Elle doit / va être contente.
Dreamcast-news.blogspot.com
Dev - Hacks - Homebrews - Games - Demos

11

Faudrait pas réveiller la Senile Team surtout. Ils ont du s'endormir sur Age of the beast (ils ont retiré les screens de leur site d'ailleurs).
Ma grand-mère fait du vélo

12

nice one!
www.universebios.com

13

Très beau projet, je vais suivre ça de prêt king
La Neo c' est beau sous tous ses supports (EXIT PS3 CACA AND CI)

14

Hello!
Super résultat! Les elements du hud utilise le fix layer? Comment edite/crée-tu la rom pour le fix layer? As tu Un update de datlib en cours pour gérer le fix layer ? grin
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15

Yep y'a des tools fix dans les tuyaux mais j'ai quelques bugs à régler avant pour pouvoir faire une maj.

16

Oh mon dieu..... Je n'ose imaginer le potentiel!
Apres 3 jours sur ta Lib je ne peux que m'incliner (comme tous ) devant ton travail. je melange tes examples scrolling et pool sprite/sort comme base de mon jeu... et franchement avec l'aide de ta doc super complete j'ai vraiment espoir de faire un petit truc cool! Vraiment du fond du coeur merci je realise un rêve de gosse grin Des que je démarre du pixel art je posterais ici.
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17

I have some idea concerned with Neo-Geo BOR Engine - not so long time ago I told about the Tomahomae's idea to create his own beat'em-up! in Mameworld forum - originally it was just Cadillacs'n'Dinosaurs global modhack idea only, but later he decided to change it because of lack of somebody who can hack the CPS1 graphics (beyond the color palettes).
Now he going to realize his idea as an absolutely new homebrew game already, for the NG at this time. And it seems to use a NG BOR engine for this is a best idea.

But the C&D disassembled code would all the same need - for reverse engineering. This, in its turn, are necessary to borrow the C&D physics, combat system, enemies AI and characteristics, control responsiveness - and many other play mechanic details which made C&D so good game.
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18

blastar, back from vacation! cool

VasiliyFamiliya, where is the problem? It took me about an hour to extract all the needed information from MAME and create a simple viewer ... it's a bit tricky but not impossible. replacing tiles/graphics/sprites/writing needs a lot more work.

cps1-viewer.png

19

blastar (./18) :
blastar, back from vacation! cool

VasiliyFamiliya, where is the problem? It took me about an hour to extract all the needed information from MAME and create a simple viewer ... it's a bit tricky but not impossible. replacing tiles/graphics/sprites/writing needs a lot more work.

cps1-viewer.png

Well, looks like hacking of CPS1 GFX beyond the color palettes is nevertheless possible? For some reason I didn't find any people who able to do this on the Mameworld forum.
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20

VasiliyFamiliya (./19) :
Well, looks like hacking of CPS1 GFX beyond the color palettes is nevertheless possible? For some reason I didn't find any people who able to do this on the Mameworld forum.
maybe it's because there is no proof of Tomahomae work/progress?

1. export the gfx you need with the correct palette (for better visibility) -> mustapha.png
2. 'puzzle' all tiles to correct order in animation-strips
3. edit this strips (never draw on 'not-used' tiles)
4. 'puzzle' animation-strips back to rom-order
5. insert edited gfx to rom

that's all! hehe
export & import of the gfx is the easiest part! hehe

important: remember of hitboxes and other things!

21

Blastar you never cease to amaze me! CPS-1 Tile Viewer say what!!!!! magicmagicmagic

22

blastar (./20) :
VasiliyFamiliya (./19) :
Well, looks like hacking of CPS1 GFX beyond the color palettes is nevertheless possible? For some reason I didn't find any people who able to do this on the Mameworld forum.
maybe it's because there is no proof of Tomahomae work/progress?

1. export the gfx you need with the correct palette (for better visibility) -> mustapha.png
2. 'puzzle' all tiles to correct order in animation-strips
3. edit this strips (never draw on 'not-used' tiles)
4. 'puzzle' animation-strips back to rom-order
5. insert edited gfx to rom

that's all! hehe
export & import of the gfx is the easiest part! hehe

important: remember of hitboxes and other things!

Now it's left to inquire how to extract the graphics and how to insert it back to rom!
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23

Nice thread ! Bone discussion !

Brahim
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