Our game is finally ready for a release. You can find the download link
here.
I had the chance to try it a little bit. I'm not into puzzle type game but it is always good to see finished game so good job on achieving your goal
It is not a puzzle game, it is 'collect all items'.
Nice graphics and well done overall. I don't really like how stars are collected, though - they are disappear too sudden and with strange sound. Also, jumping over the deadly blocks is really tough.
It uses unofficial opcodes $B3 and $CB. Plus, there's an $01 at offset $9 of the iNES header.
Works with Nintendulator (prints unofficial opcodes) and Nestopia (switches to PAL mode). Doesn't work on RockNES due to the unofficial opcodes.
I like it
I love the graphics, nice, simple, great - they reflect oldschool
The music is wonderful, the game is superb. This is a very excellent productions
Will write an e-mail to the authors later.
Played it for a little while, nice and polished game! Also congratulations on finishing your first game, and thanks for using MUSE!
A small suggestion: I noticed that when the player dies the music keeps on going through the black screen that shows the lives which felt "strange" to me since most games pause the music there, you could set the music volume to lower level on that screen to change the mood a little bit (cooler than pausing it, IMO
)
Zepper wrote:
It uses unofficial opcodes $B3 and $CB. Plus, there's an $01 at offset $9 of the iNES header.
Works with Nintendulator (prints unofficial opcodes) and Nestopia (switches to PAL mode). Doesn't work on RockNES due to the unofficial opcodes.
Yeah, now that you said it I think I slipped a couple unofficial ops into MUSE. No harm done there. I think the $01 at offset 9 is to mark a PAL ROM, even though not all emulators recognize it.
Pretty nice! You know what I really miss? A sound effect when stars are collected. I feel like I need some sort of feedback from the game.
There is a sound effect when stars are collected. It's a very low volume "bup" but it's there.
Oh yeah... I guess I was expecting something more high pitched, which is more typical for this kind of item.
thefox wrote:
Yeah, now that you said it I think I slipped a couple unofficial ops into MUSE. No harm done there. I think the $01 at offset 9 is to mark a PAL ROM, even though not all emulators recognize it.
Was it tested in a Powerpak or NES?
I just played through level 14 or so on my PowerPak. Interesting.
From the manual:
Quote:
This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
http://creativecommons.org/licenses/by-nc/3.0/
It looks like you don't want people selling reproduction cartridges of this.
I asked because of the unofficial opcodes... unless, of course, the Powerpak supports them. I don't know much about those ones, but I suppose this game would work in the NES..?
Zepper wrote:
I asked because of the unofficial opcodes... unless, of course, the Powerpak supports them.
The PowerPak doesn't have to do anything to support them... programs still run entirely on the NES CPU, so of course unofficial opcodes work.
I really like how the controls are different than anything I've played before. Once I actually started to use the B button to speed up I found that you could actually use it while you were already in the air. If I'm not mistaken, it appears that you can turn "turbo" speed on and off whist in the air. Frustrating and difficult to master but a neat physics approach IMO. Is there any other game out there that does this?
Zepper wrote:
Works with Nintendulator (prints unofficial opcodes)
It works somehow, but the frame rate is about 25-30 fps. And the sound is weird, too. Same for FCEUX.
Btw, Nice game.
I made it to Level 16 in my first attempt and to Level 17 in my second attempt.
But I played the whole game with B-Button pressed. Maybe I should try to play it slower and more careful next time.
Thanks for all the comments!
About the unofficial opcodes, and as already mentioned, they run just fine on real hardware, so I'd say any emulator that has a problem with them is broken. Our main concern was making it run fine on a real NES, both PAL and NTSC.
The game works fine in Nestopia, FCEUX and Nintendulator.
And about flag 9 in the iNES-header, as thefox already pointed out, it sets that it's a PAL game. Most emulators just ignore this, but it seems to work as it should in Nestopia atleast. If you'd like to play it in NTSC speed you can just choose NTSC in the emulator.
tepples wrote:
From the manual:
Quote:
This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
http://creativecommons.org/licenses/by-nc/3.0/It looks like you don't want people selling reproduction cartridges of this.
If someone would want to make a reproduction cartridge, just contact us and I'm sure we will be easy to deal with.
jayminer wrote:
About the unofficial opcodes, and as already mentioned, they run just fine on real hardware, so I'd say any emulator that has a problem with them is broken.
Broken, eh?
Me gusta.
Quote:
And about flag 9 in the iNES-header, as thefox already pointed out, it sets that it's a PAL game.
Well, true... quote from the Wiki:
Quote:
Though in the official specification, very few emulators honor this bit as virtually no ROM images in circulation make use of it.
The game is rather easy.I got to the 26th level on my first run, and beaten game on third.Warp around makes game easier.
I really liked the graphic style, the idea of using simple meta tiles to fill the background instead of leaving it empty.
Overall-Great game.Congratulations.
lovin' this game! good work. i'm a bit stumped on level 13 though. maybe i'm slow since everybody else seems to have gotten to later levels, but i'm not sure how to get to the platform above here.
EDIT: yes, i am slow. i figured it out! -_-
this game reminds me a lot of the old DOS game Jetpack, except without the jetpack. it IS a bit too easy though. still fun as hell.
Very nice game. I think I just filled a whole cemetery with all the guys I just killed. I really like how you managed to create so many unique levels.
Looks like the website is down. Gotta love reliable hosting...
*looks like it's back up
This is a really charming game. Great music, simple and fun gameplay. Great job guys.
infiniteneslives wrote:
If I'm not mistaken, it appears that you can turn "turbo" speed on and off whist in the air. Frustrating and difficult to master but a neat physics approach IMO. Is there any other game out there that does this?
I'm pretty sure SMB does this as well, it's just much less pronounced.
Now there are labels for both NES and Famicom, if someone for some reason would want to make their own cart with Driar.
Huge thanks to Jonas Hortell for these!
I will update the zip file to include these in the future but for now they can be found
here.
I finally played the game a bit and I really like it. But is there any chance you might make a version that plays at closer to the intended speed on NTSC systems? Both music and gameplay. I don't have a PAL system, and it'd be more fun to play on a real console than an emulator.
But it's a nice game.
Hmmm...
I might check into making an NTSC version, fixing the music shouldn't be all that hard since MUSE is awesome and would do all that work for me
But the speed in the game might be a bit harder, maybe I should try and do what I noticed Shiru did with Alter Ego - and just make every fifth frame be displayed twice. Shouldn't be very hard to implement.
But as it is now, I don't think playing it in NTSC is that much of a problem, it works quite well in it's speedier format and the music sounds quite okay as well.
The music was the main thing that bothered me. It's very noticable the music is running faster. The gameplay speed probably wouldn't be so much of an issue, even without any attempt to adjust it.
I very hastily recompiled the game with MUSE set to NTSC, seems to work but it is very untested and since I haven't touched the code for quite a while, I'm not sure if the muse-flags ever gets set anywhere else in the game which might set the engine to PAL again, but I played a few levels and it seems to be working just fine.
This "quick'n'dirty" NTSC version can be found
here.
Awesome. I appreciate it. What do you mean set the flag to PAL? If it's an absolute address being written and you know the address of the flag we could always use a hex editor to search for that.
Best practice is to
detect the TV system at reset and then configure the music engine and gameplay speed based on that.
Before I played the game, the thing that stood out was the graphics in the screenshots. They looked very professional. When I played it, though (up through level 20, I think) the thing that started to stand out was your level design. It's really some of the best I've seen in a homebrew. I really liked how you use the wrapping of the screen to get to otherwise out-of-reach places. The one level where you had fall through the floor to get to the platform above really made me grin. I basically liked everything except the music. Sorry man, it was just kind of grating to me. Everything else was awesome, though.
Hello there!
Driar is a really great game. Thats why i'm making my ow repro using a Famicom cart (game works perfect) and I wanted to share with you the visuals i'm making for the cart and the boxart:
I don not intend to sell it obviously and it will be presented on my website:
CCCProject.fr along with my other repro carts and geeky stuff.
Your drawing of the enemy from the first level (in the lower left of the cover) looks amusingly/distressingly like Master Shake
edit: of all the stupid brainos to have made
Well in fact it's based on the other guy from aqua teen hunger force, the one who looks like a cup of soda (sorry, I don't know his name). But if you play Driar, you'll see that there are pink enemies that really resemble a mix of the two (the french fries holder and the cup of soda).
I'm not the author of the drawings, but i've modified them enough so they're not as i got them (ie: the one used for Driar wasn't pink neither did he have a different colored belly and hands). I wanted Driar to have a scared/i-don't-have-a-clue look as i thought it went well with the spirit of the game.
It's Master Shake. I'm assuming that's what lidnariq meant.
I just beat it. Congratulations on a successfully made game; I didn't encounter any bugs, and gameplay was pretty intuitive.
I don't think I'd want to tackle the last few levels on a real NES, but with savestates this was a fun little diversion.
Feel wrote:
Hello there!
Driar is a really great game. Thats why i'm making my ow repro using a Famicom cart (game works perfect) and I wanted to share with you the visuals i'm making for the cart and the boxart:
Do you have the English text?
Apparently I know enough other romance languages to translate it:
"Hello my friends. I'm Driar! Aid me in collecting all the stars strewn around the 38 levels which make this new adventure!
Be careful, however, to not come in direct contact with the enemies, for I am defenseless against them!
Only way to avoid them, I can leave out of one side of the screen and reappear on the other!
lidnariq wrote:
Apparently I know enough other romance languages to translate it:
"Hello my friends. I'm Driar! Aid me in collecting all the stars strewn around the 38 levels which make this new adventure!
Be careful, however, to not come in direct contact with the enemies, for I am defenseless against them!
Only way to avoid them, I can leave out of one side of the screen and reappear on the other!
You got that right
That wasn't any original text from the makers, I just made it up. Thought that was appropriate.
Just in case anyone finds this useful:
Code:
$ uuencode -m driar-to-unrom.ips driar-to-unrom.ips
begin-base64 644 driar-to-unrom.ips
UEFUQ0gAAAYAASEBxGgAE4pIpjKKnWPEaKpgAAECAwQFBgdFT0YK
====
$ crc32 Driar.nes DriarUNROM.nes driar\ ntsc*nes
2c31ce23 Driar.nes
fa0f003c DriarUNROM.nes
0805c647 driar ntsc.nes
de3b0858 driar ntscUNROM.nes
I played through it entirely and made sure it worked. Only difference is I think the original leaves the game in 1scA mirroring the entire time, but the game didn't obviously use it.
The ips file just patches the routine that wrote to $E000 on the MMC1 with a 8-entry lookup table, saving and restoring the X register, and an indirect write.
Guys, here's my own repro of Driar for Famicom:
http://cccproject.fr/2012/08/driar-famicom/Let me know what you think
I went and sliced-and-diced the original game to make it fit into a 64KiB UNROM board. I know jayminer released it as CC-BY-NC, but I went and double-checked it was OK first. The archive includes both the PAL and the single-byte-changed-for-NTSC version. I haven't bothered to use any automatic region detecting code, that's a more invasive modification. edit: Absolutely nothing except padding was removed (and the MMC1 banking code which was replaced with UNROM banking code)
edit2: You should download the
fixed UNROM build here or the
NROM build here
Sliced and diced? What exactly was cut to fit it into 64K? With the cost of memory being so cheap, I don't see the advantage unless absolutely nothing was lost.
Three pages of 16384 bytes all 255s, two half pages of 8192 bytes, one 255s, one 0s. So, yes, absolutely nothing was cut.
As it sits, would it be possible to easily change it to CNROM?
ETA: Not easy, uses CHR-RAM tricks to help animations have a little more spice and timing differences, so not easy. Oh well, 64KB UNROM is good enough.
The levels, chr animations, title screen, are completely uncompressed. I don't know how MUSE stores its data, or how optimized its engine is for space. There's somewhere around another 20KiB or so that are obviously just padding still. Chances are good that the full game could be stuffed into 32kiB + CHR RAM.
Counted by hexdump's output, there are ≈30000 bytes of sequences of 16 bytes that are an exact repetition of the previous 16.
lidnariq wrote:
I don't know how MUSE stores its data, or how optimized its engine is for space.
Let's just say space usage wasn't a top priority when making it.
In this case, it looks like the music/sfx data takes about 7.5 KB and MUSE itself takes 8 KB. As a "funny" detail, MUSE doesn't seem to be aligned to a 256 byte page like it should be (the alignment is off by 8 bytes). There's a multiplication table right at the beginning of the page so the lookups are shifted a little, but apparently not so much that it would cause any major havoc.
thefox wrote:
lidnariq wrote:
I don't know how MUSE stores its data, or how optimized its engine is for space.
Let's just say space usage wasn't a top priority when making it.
In this case, it looks like the music/sfx data takes about 7.5 KB and MUSE itself takes 8 KB. As a "funny" detail, MUSE doesn't seem to be aligned to a 256 byte page like it should be (the alignment is off by 8 bytes). There's a multiplication table right at the beginning of the page so the lookups are shifted a little, but apparently not so much that it would cause any major havoc.
I noticed the problem with MUSE not being aligned properly when we started working on our next project, some songs sounded really odd, I think it was pitch-bending that messed up
All in all, we didn't spend any time compressing anything, since we had the space and we just wanted the game finished to move on with the next project, so there are quite some sloppy things in there. I think it could have fit in 32kB PRG if we had spent time on compression.
Jayminer mentioned that the NTSC build loses its NTSC state when you pause, so the attached build fixes that. I figure I should get this out there before it's incorporated into Action 53: Part 1.
I also fixed the NES2 headers to actually specify 8KB CHRRAM, oops
I've been working on packing this down smaller, and have a functional NROM-368 (+CHRRAM) build right now, but I'm trying to get it smaller and am now fixing bugs I've introduced.
Hello everyone!
After the UNROM hacks I made, I requested the source from jayminer to see if I could do any better.
I could! Three weeks of playing with it has enabled me to pack the entire game in NROM, as well as add the following features:
- Automatic NTSC/PAL detection, used for compensating palette and in MUSE
- Vertical calibration for NTSC sets (previously it was fixed to 8+224+8)
- Enemies' border color is no longer $0D
- Little easter egg on the "you win" screen
EDIT: don't download this one! Download
this one instead.
Replacing the chrram-uploading animation with something that would work with NROM was somewhat hilarious, and you might be amused to look at RAM from $04E0-$0895.
Very nice job.
lidnariq wrote:
you might be amused to look at RAM from $04E0-$0895.
$0895? I thought RAM was $0000-$07FF. Or are you overwriting half of the zero page?
I'll try it after work this evening.
tepples wrote:
$0895? I thought RAM was $0000-$07FF. Or are you overwriting half of the zero page?
Apparently, he is! $04E0-$0895 appears to contain unrolled code (lots of writes to $2006 and $2007) to animate the stars.
On the 32KB version, I got it to crash by standing during the beginning of the 2nd level, and then when I want to move the background just went all weird and sprites froze. I'm using FCEUX 2.1.5 to play.
3gengames wrote:
On the 32KB version, I got it to crash by standing during the beginning of the 2nd level
What do you mean by 'standing' exactly?
Just not pressing anything. I minimized the emu to do something, was about 30-45ish seconds. Brought it up, pressed right and jumped and it froze. Needed to reboot.
Reproduction instructions? I can't get that to happen with either nestopia-1.4.0h nor fceux-2.1.5 on debian sid.
I tried for about 10 mins after, I don't really know how to get it to happen. I just waited and started moving and that happened. I'm trying now to do it again, but can't get it. I'll let you know if I get it again.
When you say "went all weird", what do you mean? Do you mean it scribbled bits of the star/spike animations everywhere? Palette changes? Something else?
My best guess right now is something scribbled over the unrolled code; if you can manage to tickle it again, you could try setting an execution breakpoint at $0896, for when it runs past the end.
Sure, I'll do that and see if anything touches the unrolled code. I didn't get it to trigger, but the game froze and it seemed the background was replaced with just striped tiles, they don't look like any I see in the PPU viewer. The game also froze it seemed. The sprites all displayed fine, although I don't know if anything was written over. But if I can get it to trigger I'll save state it and then keep messing with how to get it to work.
3gengames wrote:
But if I can get it to trigger I'll save state it and then keep messing with how to get it to work.
Better to just record a movie while playing it. This way you only need to trigger it once, and can give the movie file for debugging.
3gengames wrote:
the game froze and it seemed the background was replaced with just striped tiles, they don't look like any I see in the PPU viewer.
Did it look like the right half of the nametable viewer?
Driar will be presented to a french audience composed of gamers next month in Nantes, France, during a one of a kind gaming evening experience where many unreleased, bootlegs, fan translated and homebrew games are gonna be presented and playable.
Just wanted to let you know
http://feel-my-geek.com/
I don't know, I was trying to play the game so instinctively with my own projects I press CTRL+R quick. But I tried for 10 minutes last night to re-trigger with savestates, couldn't get it, I'll keep trying soon.
Feel wrote:
Driar will be presented to a french audience composed of gamers next month in Nantes, France, during a one of a kind gaming evening experience where many unreleased, bootlegs, fan translated and homebrew games are gonna be presented and playable.
Just wanted to let you know
Awesome!
jayminer wrote:
Feel wrote:
Driar will be presented to a french audience composed of gamers next month in Nantes, France, during a one of a kind gaming evening experience where many unreleased, bootlegs, fan translated and homebrew games are gonna be presented and playable.
Just wanted to let you know
Awesome!
I'll send you pics of the event, if you like.
Feel wrote:
I'll send you pics of the event, if you like.
I would really appreciate that!
3gengames hasn't been able to reproduce his bug, but I think this build will fix it. For it to trigger, it really required a particularly perfect combination of events. This build also doesn't assume CHR-ROM is read-only, so it can work in the Streemerz bundle. (Instead it scribbles over the unused nametable)
[Spelling Fairy was here: "Emergency" is not spelled "amergency". --MOD]
So, last wednesday, Driar was presented (among other games) during a gaming evening I did with 20+ people and they all got hooked instantely.
More info
here (but it's in French).
Wow, I'm impressed the game was cut down from 128K UNROM to 64K and then down the NROM! Pretty crazy.
To be horrifically pedantic, the original was SGROM. I think they might have originally planned on having the world scroll around Driar and him fixed, hence using MMC1's single-screen mirroring.
Nice little game. A minor quibble I have is that like lives might as well have been hearts or something and dying should just be losing a heart with a bit of recovery time. The reset to start of level kinda hampers the flow a bit.
There could also be a lot more gameplay elements, like conveyors, barriers, switches, and so on. Driar 2?
On a lark, I decided to see if I could build an NSF from the sources.
Here you go:
Attachment:
DriarNSF.7z [5.97 KiB]
Downloaded 196 times
Note that the underlying playback engine uses unofficial opcodes, so this may not work on every NSF player. It does work on fceu(x), nestopia, and nsfplay 2.3. It doesn't work in audio overload or nsfplay 2.2.
I would do away with the © sign in the copyright field, especially because it seems to be UTF-8 encoded right now.
Is there an official encoding for those fields? I noticed that shift jis is used awfully often...