New Homebrew: Robo-Ninja Climb

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gauauu
shadow
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New Homebrew: Robo-Ninja Climb

Post by gauauu »

Robo-Ninja Climb is a new homebrew game I just ported to Dreamcast. It's a simple action game, guiding Robo-Ninja up through a series of jumps dodging spikes.

Image

I've previously made versions of the game for NES and Atari 2600, and this version uses the NES codebase as a starting point. This is my first Dreamcast homebrew, so I was pretty excited to see my game running on the system!

Let me know if you have comments or feedback!
beanboy
Wazza
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Re: New Homebrew: Robo-Ninja Climb

Post by beanboy »

Nice to see another dreamcast hombrew game.
The screenshot of the game, looks nice dude. Cool! :)

I have a few questions....
What game engine did you use, to make the dreamcast version of this game?
Or did you write your own code and game engine, to make it playable on dreamcast? :)

Also, great work gauauu!
Last edited by beanboy on Sat May 11, 2019 6:44 pm, edited 4 times in total.
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TacT
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Re: New Homebrew: Robo-Ninja Climb

Post by TacT »

That's cool Can't wait to try it out on DC . It is so exciting to see a game ported running on dreamcast! XD
Image
Image


it's still thinking.
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FlorreW
Animated Violence
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Re: New Homebrew: Robo-Ninja Climb

Post by FlorreW »

Looks nice :) Will try it out ! Great job
gauauu
shadow
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Joined: Fri May 10, 2019 11:41 pm

Re: New Homebrew: Robo-Ninja Climb

Post by gauauu »

Thanks! Let me know if you have trouble with it. It's my first DC game, so it's possible I've missed something.
I have a few questions....
What game engine did you use, to make the dreamcast version of this game?
Or did you write your own code and game engine, to make it playable on dreamcast? :)
I'm using Kallistios. Beyond that, it's just my own code. All the game logic code I just reused from my NES version, but replaced all the I/O bits with Dreamcast-specific code.
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megavolt85
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Re: New Homebrew: Robo-Ninja Climb

Post by megavolt85 »

gauauu wrote: Let me know if you have comments or feedback!
do not use RAMDRIVE for storage of big files, in the future you will feel the shortage of RAM
place files to CD
gauauu
shadow
Posts: 8
Joined: Fri May 10, 2019 11:41 pm

Re: New Homebrew: Robo-Ninja Climb

Post by gauauu »

megavolt85 wrote: do not use RAMDRIVE for storage of big files, in the future you will feel the shortage of RAM
place files to CD
Is that the same as a ROMDISK? I figured I was probably better off eventually learning how to move my files out of that and into the proper disc filesystem, but didn't bother for now since everything fit. Do you happen to know of any good examples or documentation about the best way to do so? (all the KOS examples that I looked at used the ROMDISK)
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megavolt85
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Re: New Homebrew: Robo-Ninja Climb

Post by megavolt85 »

example
sfx_powerup = snd_sfx_load("/rd/audio/powerup.wav");
replace to
sfx_powerup = snd_sfx_load("/cd/audio/powerup.wav");

in root directory your CD create folder audio and put powerup.wav

all simple ;)

small trick

main.c

Code: Select all

#include <kos/thread.h>

maple_device_t *jump_pack = NULL;

static const char vmu_icon[] = 
{
"++++++++++++++++++++++++++++++++++++++++++++++++"
"++++++++++++++++++++++++++++++++++++++++++++++++"
"++++++++++++++++++++++++++++++++++++++++++++++++"
"+++++++++++++++++++++++.......++++++++++++++++++"
"++++++++++++++++++++++...+......++++++++++++++++"
"+++++++++++++++++++++............+++++++++++++++"
"+++++++++++...++++++.............+++++++++++++++"
"+++++++++++....++++...............++++++++++++++"
"+++++++++.......+++...............++++++++++++++"
"+++++++++++.............++.........+++++++++++++"
"++++++++++++++.........++++....+++.+++++++++++++"
"+++++++++++++++++.+...+++++++.++++++++++++++++++"
"+++++++++++++++++++..+++++++++++++++++++++++++++"
"+++++++++++++++++++...++....+....+++++++++++++++"
"++++++++++++..........+++++.....++++++++++++++++"
"+++++++++++......+++...++++......+++++++++++++++"
"++++++++++..++...++++.............++++++++++++++"
"++++++++++++++.++++++..........++.....++++++++++"
"+++++++++++++++++++++........++++......+++++++++"
"+++++++++++++++++++........+++++++.++...++++++++"
"++++++++++++++++++....+...++++++++++++++++++++++"
"+++++++++++++++++.....++..++++++++++++++++++++++"
"+++++++++++++++++....++....+++++++++++++++++++++"
"+++++++++++++++++...+++....+++++++++++++++++++++"
"+++++++++++++++++...+++....+++++++++++++++++++++"
"+++++++++++++++++....++....+++++++++++++++++++++"
"+++++++++++++++++.........++++++++++++++++++++++"
"++++++++++++++++++.......+++++++++++++++++++++++"
"+++++++++++++++++++.....++++++++++++++++++++++++"
"++++++++++++++++++++++++++++++++++++++++++++++++"
"++++++++++++++++++++++++++++++++++++++++++++++++"
"++++++++++++++++++++++++++++++++++++++++++++++++"
};

/* font data */
extern char wfont[];
main.c

Code: Select all

int main(void) {

//	dbgio_dev_select("fb");
//	dbgio_enable();

	jump_pack = maple_enum_type(0, MAPLE_FUNC_PURUPURU);
	
	vmu_set_icon(vmu_icon);

	pvr_init_defaults();
mc.c

Code: Select all

extern void start(void);
extern maple_device_t *jump_pack;
void mc_dead(void) {

	if (mc_fadedTimer > 0) {
		return;
	}


	sfx_playSound(SFX_HIT);
	
	if (jump_pack)
	{
		static purupuru_effect_t effect;
		
		effect.duration = 0XFF;
		effect.effect2 = PURUPURU_EFFECT2_UINTENSITY(1);
		effect.effect1 = PURUPURU_EFFECT1_INTENSITY(7);
		effect.special = PURUPURU_SPECIAL_MOTOR1;
		
		purupuru_rumble(jump_pack, &effect);
		thd_sleep(20);
		purupuru_rumble(jump_pack, &effect);
		thd_sleep(20);
		purupuru_rumble(jump_pack, &effect);
	}

	if (mc_health > 0) {
now game support VMU LCD and PURUPURU (vibropack) :)
gauauu
shadow
Posts: 8
Joined: Fri May 10, 2019 11:41 pm

Re: New Homebrew: Robo-Ninja Climb

Post by gauauu »

Cool, thanks for the advice, I'll take a look at adding that!
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megavolt85
Developer
Posts: 1862
Joined: Wed Jan 31, 2018 4:14 pm

Re: New Homebrew: Robo-Ninja Climb

Post by megavolt85 »

put 0GDTEX.PVR to root CD
is for DreamShell and GDEMU Users
0GDTEX.7z
(16.75 KiB) Downloaded 567 times
0GDTEX.png
0GDTEX.png (59.82 KiB) Viewed 11444 times
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