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Forum Index : Microcontroller and PC projects : MMBasic: Knightmare Game
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Hello everyone I would like to share the game I'm working on called Knightmare. Knightmare is a 1986 vertically scrolling shooter video game developed and published by Konami for the MSX home computer. The game is still in development. Many features are missing, such as the main screen, score, lives, player collision, power-ups, etc. Please check out the project on my GitHub: https://github.com/leonicolas/knightmare-cmm2 ![]() Edited 2023-11-18 14:32 by LeoNicolas |
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just tested on mmb4w ![]() (I had to search at youtube) Your scrolling is more even. The program is still far from finished but you have captured the atmosphere well. NICE! When you have finished the game engine you only need to swap a few sprites to implement games like 1942 etc I'm looking forward to the finished version. Cheers Mart!n Edited 2023-11-18 15:14 by Martin H. |
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Thank you Martin One big improvement I made was the fine screen scrolling. The Y-axis hardware scrolling was only available on the MSX 2 and the X-axis on the MSX 2 Plus. This game is from MSX 1, which uses modified ASCII characters for rendering the background, which explains the 8 pixels scroll. |
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btw .. we had the problem converting the music to the mod... Here I found all the music as MOD files for download from the Amiga Version by Hoffman. Maybe he gives you the permittion to use his Mods https://hoffman.home.blog/contact/ (I dont realy know if he is the creator of those MODs) Edited 2023-11-18 17:10 by Martin H. |
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I will take a look, Martin. Using a pure Mod file will help with the file size :) I uploaded a video with the gameplay of the v0.231118-alpha https://www.youtube.com/watch?v=QT1vP_sk1wE I will implement the bonus blocks collision tomorrow, allowing the player to collect them. |
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LeoNicolas and you are much more flexible with the ingame music due to the Level or Situations (Endboss etc) I watched the video, looks promising. ![]() Edited 2023-11-19 20:59 by Martin H. |
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Nice game, Runs smooth Thans for sharing, looking forward to the final release. Volhout |
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Just watched the video, looks amazing! Dave. |
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Very nice indeed so far, Leo. Keep up the good work! :) |
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Nice game, Runs smooth Thans for sharing, looking forward to the final release. Volhout |
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Today, I implemented the HUD and the score. I posted a new video showing the gameplay with the updates. https://www.youtube.com/watch?v=esJIlo3pQ0w ![]() @Martin, I didn't use your font definition because the final result was not pixel-perfect. The size and format were a little awkward. I'm using blit to render the font tile from the PNG. Edited 2023-11-20 14:59 by LeoNicolas |
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I still have a Goldstar MSX hidden away. :) I never had this game though. |
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Hi LeoNicolas, Too bad the PicoMiteVGA does not have the grey color. This game seems very do-able on a pico too. Maybe it should be on my todo list to change the analog outputs of the picomite to something that allows grey color. Volhout Edited 2023-11-20 18:33 by Volhout |
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Easy enough to do 16 shades of grey (the Pico is way too limited for 50). 405 line PAL is more of a problem though. :) |
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don't you think, I couldn't translate the Sprites and Tiles to a good locking RGB 121 Versions if necessary? Even without grey I've got a little bit of practice in it ![]() ![]() Just a quick try, I know that the Grass is to bight ![]() Edited 2023-11-20 20:22 by Martin H. |
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Hello everyone The new version has been released :) Now we can collect the bonus blocks. Only the King block has not been implemented yet. ![]() Gameplay video: https://youtu.be/O33jJVTAAAI The source code repo link is in the video description. Edited 2023-11-26 15:24 by LeoNicolas |
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Very cool. Congrats. |
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Hi LeoNicolas, I had never come across this game so I did a little research and found a PDF manual for it here and a description: I ran the game on MMB4W and it went well until it crashed with the error: Then I ran it on a real CMM2 with the latest beta firmware until that crashed with the error: Also the sprites don't display correctly as you can see in the picture; ![]() It looks to me that the parts of the sprites that are meant to be invisible are displayed as black. There must be some difference in the way sprites are supported. Because I don't get on well with keyboard controls I was going to try to add in joystick support but I decided to put that off and hope that you will, eventually (apparently the original does). If you check out Tom's (thwill) Lazer Cycle game on FITHUB, that includes support for most (if not all) controllers that you can connect to the CMM2. Bill |
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