Master System News
This is a little program for making simple adventure games for the Sega Master System. It has a simple built-in script language for text, menus and game logic, and supports the displaying of static images along with the text.
For a quick start, simply unzip the file, go to the “example” folder, and double-click the batch file named “Compile”. It will compile the example demonstration.
Documentation, sound and image compression support should come on the next version, along with support for multiple scripts.
http://www.smspower.org/forums/viewtopic.php?t=11479
Newcomer maxxfarras is trying to realize his dream of a Special Edition Shinobi Remake for the Master System. For now it’s a pretty simple demo which let you walk your character left and/or right.
Full release notes:
Hi sms community,
after of too much time of work and delays I decided post my little shinobi demo, (rom and source code) I was thinking about post it when I got more advanced and wait to implement the excellents collision routines that atari racoon send it to me in this project (thanks again for your help atari racoon ^. ^)i but in view that my progress is so slow and there still very hard work, I decided post it today.
My dream is some day create a shinobi special edition for the sms…maybe someday…
Im decided post it for 3 reasons:
1. Because Im proud of my advance in learning the sms so I want show it to the community with my little rom 🙂 I know that must be little thing for experts like you, but Im still proud :), and it is a proof that Im serious with this.
2. Because I was thinking that if I post source code people can give me suggestions for improve my sorce code and suggestions for enhancement.
So let me now your opinions about my rom and source!
3. The more important reason is that I was trying of create my own game engine but my advance is so slow, I only get two direction horizontal scroll and display a sprite and fliped it in software using double buffer feature (check my source).
But if some people like atari racoon, martin or other people could have an complete engine for platform games in assembler and show it to me maybe I could have now the enough knowledge for at least try to understand it and try to adapted it to my project, And because that is better for faster advance use work of others, I hope dont ask you too much.
Well I dont loose anything with ask you guys, right? 🙂
Thanks for reading my post, my english is very poor so I hope you can understand me.
PD: I dont know why but I had problems with meka, try kega or emukon, run it well in real hardware with my tototek.
http://www.smspower.org/forums/viewtopic.php?t=11459
Femto VM is a compiler that translates a Forth-like (and now also BASIC like) language into a compact bytecode, wich can then be run using the interpreter that runs on the Master System.
The interpreter is not yet complete.
http://www.smspower.org/forums/viewtopic.php?t=11208
XPMCK is a music (expressed in MML) compiler kit targeted towards various video game systems. It currently supports the following systems:
* Capcom Play System (VGM output)
* Commodore 64
* Nintendo Gameboy / Gameboy Color
* SEGA Master System
* SEGA Game Gear
* SEGA Genesis
Besides the compiler and its source code, the kit includes playback libraries for all supported systems, as well as examples and brief documentation.
Changes:
Added playback code for the Commodore 64.
Added CPS-1 as a supported target (YM2151. VGM output only).
The compiler now outputs header information to be used when creating .gbs/.sid files (C64, GBC).
Volume is now applied individually per operator (Genesis).
Added support for SSG envelope generation (Genesis).
http://jiggawatt.org/muzak/xpmck/
XPMCK is a music (expressed in MML) compiler kit targeted towards various video game systems. It currently supports the following systems:
* Nintendo Gameboy / Gameboy Color
* SEGA Master System
* SEGA Game Gear
* SEGA Genesis
Besides the compiler and its source code, the kit includes playback libraries for all supported systems, as well as examples and brief documentation.
Changes:
Added support for PCM playback on SEGA Genesis channel J (only when outputting to VGM).
Added support for non-standard note lengths (3, 6, 12 and 24).
A .vgm file is now created for each song in a multisong MML when outputting to VGM.
Fixed a bug that sometimes could occur when using &.
http://badc0de.jiggawatt.org/
XPMCK is a music (expressed in MML) compiler kit targeted towards various video game systems. It currently supports the following systems:
* Nintendo Gameboy / Gameboy Color
* SEGA Master System
* SEGA Game Gear
* SEGA Genesis
Besides the compiler and its source code, the kit includes playback libraries for all supported systems, as well as examples and brief documentation.
Changes:
Added support for the @te and @ve command to the Gameboy playback library.
Fixed some bugs in the Gameboy playback library.
Fixed a bug in the Genesis playback library.
Fixed the include path handling so that it is relative to the path of the includer (unless an absolute path is specified).
Unused effects are now automatically removed by the compiler.
Updated the manual.
http://badc0de.jiggawatt.org/
Femto VM is a compiler that translates a Forth-like language into a compact bytecode, wich can then be run using the interpreter that runs on the Master System.
The interpreter is not yet complete; it already reads the joysticks, moves sprites around and draws to the background map, but there’s still some things to implement, like tile loading and sound.
http://www.smspower.org/forums/viewtopic.php?t=11208
Julien Verneuil is working on a Master System coding tutorial (ASM/C). The ones interested may check it out.
Discussion: http://www.smspower.org/forums/viewtopic.php?t=11177
http://www.garzul.tonsite.biz/SMS/
Here is Headless Ninja Volley v0.9 for the recently held PDRoms Coding Competition (PDRC) #3.99 – //phpbb/viewforum.php?f=59 – sponsored by Superfighter Team ( http://superfighter.com/ ), CSW Verlag ( http://www.go64.de/ ), Mindcandy DVD ( http://www.mindcandydvd.com/ ) and PDRoms. This entry has been submitted by Haroldo.
Description:
The premise of the game is pretty simple:
At the beginning, the game will show a menu where you can choose whether you’ll play against a friend or against the computer, as well as the color palette. Use arrows to select, and any button to start the game.
Once inside the actual game, left and right arrows move your ninja, while any button jumps. You can do an off-wall jump, too, by pressing jump while moving against a wall.
Try to push the ball to the opponent’s field, while trying to stop it from bouncing twice on your side. The game ends when someone scores 15 points.
http://pdroms.de/phpbb/viewtopic.php?f=6&t=439
Are you looking for a Sega Master System VDP testing program? If so, you might be interested that FluBBa has recently updated the 2007 release with 10 more tests.
http://www.smspower.org/forums/viewtopic.php?t=10695
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