#105209 - Stonebone - Fri Oct 06, 2006 6:59 pm
New version of our Tetris Attack clone released. Changelog:
1.2 (20061006)
* Fixed some crashes in wifi mode
* Players return to menu after dying in 3+ player games so they can chat and quit.
* A new server gui written in C++/CLI (needs .NET Framework 2.0)
* Close button added to keyboard dialog and others
Download here:
http://www.itstud.chalmers.se/~larssten/nds/
#105218 - dXtr - Fri Oct 06, 2006 8:20 pm
sweet going to try it later! :D
why haven't I heard about this before? now I have all I need on my ds ^_^
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#105237 - HyperHacker - Fri Oct 06, 2006 9:49 pm
Yeah, I've been dreaming of a TA clone for a while now.
Suppose someone were to dump their SNES TA/PDP cart and rip the graphics and sounds; would it be difficult for them to put these into your game to get the full experience on the DS? I'd use an emulator but they all either don't work well enough or don't work on GBAMP, and they certainly don't give you 4-player wireless play.
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I'm a PSP hacker now, but I still <3 DS.
#105240 - tepples - Fri Oct 06, 2006 10:17 pm
HyperHacker wrote: |
Suppose someone were to dump their SNES TA/PDP cart and rip the graphics and sounds; would it be difficult for them to put these into your game to get the full experience on the DS? |
Yes, for three reasons: - The Super NES runs in 256x224 with a roughly 8:7 pixel aspect ratio, while the DS runs in 256x192 per screen with square pixels. However, players are likely to accept unscaled mode with several scanlines (none of which include any playfield) cut off.
- The darkening of the background behind the playfield uses color subtraction, which is conspicuously absent from the DS 2D hardware. However, this can be approximated by using color multiplication instead, which the GBA and DS hardware do support.
- Most importantly, the Super NES assets are all rights reserved and cannot be distributed with what amounts to a high-level emulator any more than Lucasarts games can be distributed alongside ScummVM.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#105335 - ttursas - Sat Oct 07, 2006 9:51 pm
Thanks for tetattds! :D Have to admit that I got addicted to it while I was using its code
to test why I couldn't get dswifilib to work in my project... And ended up playing tetattds
way more than I used the game for debugging. :)
#108287 - PypeBros - Tue Nov 07, 2006 2:35 pm
i was just thinking of reusing the core of Tetatt DS for my own yet-to-be-started game (basically, what i need is an ARM7 loop that will be compatible with mikmod's library).
I don't think i'll need any Wifi or stengui parts atm. What troubles me is that i see no LICENSE info with the sources ...
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#108320 - Lick - Tue Nov 07, 2006 8:19 pm
Hey Stonebone, would you be interested in implementing libcartreset? Implementing the code is as easy as pi.
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#108354 - Stonebone - Tue Nov 07, 2006 11:46 pm
PypeBros wrote: |
i was just thinking of reusing the core of Tetatt DS for my own yet-to-be-started game (basically, what i need is an ARM7 loop that will be compatible with mikmod's library).
I don't think i'll need any Wifi or stengui parts atm. What troubles me is that i see no LICENSE info with the sources ... |
Yes we have not specified any licence for the source of tetattds, but you can think of them as having a GPL licence. This is what we will release the next version as (if there will ever be one).
I've been thinking about releasing the mikmod part separately for some time, and thanks to you I finally got around to do it. I've started another thread for this:
http://forum.gbadev.org/viewtopic.php?t=11645
#108355 - Stonebone - Tue Nov 07, 2006 11:51 pm
Lick wrote: |
Hey Stonebone, would you be interested in implementing libcartreset? Implementing the code is as easy as pi. |
I have no means of testing this (I have one Flash Advance Pro and one DS-Xtreme), but maybe Ted wants to implement this?
#108382 - HyperHacker - Wed Nov 08, 2006 10:25 am
tepples wrote: |
HyperHacker wrote: | Suppose someone were to dump their SNES TA/PDP cart and rip the graphics and sounds; would it be difficult for them to put these into your game to get the full experience on the DS? |
[...]
Most importantly, the Super NES assets are all rights reserved and cannot be distributed with what amounts to a high-level emulator any more than Lucasarts games can be distributed alongside ScummVM. [/list] |
What I meant was dump their own cartridge and put them in their own copy of the game, to avoid the nasty legal issues with distributing them. The game only comes with basic non-copyrighted graphics, and the user is free to add their own which may be dumped from their copy of a licensed game. The question being whether it'd be difficult for them to use the graphics and sounds from Tetris Attack or Panel De Pon for this process.
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#108393 - Stonebone - Wed Nov 08, 2006 1:33 pm
HyperHacker wrote: |
tepples wrote: | HyperHacker wrote: | Suppose someone were to dump their SNES TA/PDP cart and rip the graphics and sounds; would it be difficult for them to put these into your game to get the full experience on the DS? |
[...]
Most importantly, the Super NES assets are all rights reserved and cannot be distributed with what amounts to a high-level emulator any more than Lucasarts games can be distributed alongside ScummVM. [/list] |
What I meant was dump their own cartridge and put them in their own copy of the game, to avoid the nasty legal issues with distributing them. The game only comes with basic non-copyrighted graphics, and the user is free to add their own which may be dumped from their copy of a licensed game. The question being whether it'd be difficult for them to use the graphics and sounds from Tetris Attack or Panel De Pon for this process. |
I think it would be very difficult. The graphics was extracted mostly from screenshots and then brushed up (it's not exactly the same graphics). I copied the music from the V3PdP Bronze demo, but I believe it was created from an spc file, logged to an Impulse Tracker module with OpenSPC, then manually fixed. The sound effects are also from this demo. I realize now I should have mentioned this in the readme.
Work-in-progress graphics:
[Images not permitted - Click here to view it] [Images not permitted - Click here to view it]
I've made these new blocks in Inkscape myself so there should be no copyright problems except maybe for the space invader.
I can make graphics, but I'm not talented enough to make music and sound effects. I need help with this. If someone reading this can do it, or maybe find something freely usable on the net I would be very grateful.
#108396 - diggla - Wed Nov 08, 2006 2:17 pm
Awesome game :) I just tested it and it looks really polished. Thanks for your work. I'm gonna test wifi play later on :)
#108466 - tepples - Thu Nov 09, 2006 4:27 am
HyperHacker wrote: |
tepples wrote: | the Super NES assets are all rights reserved and cannot be distributed with what amounts to a high-level emulator any more than Lucasarts games can be distributed alongside ScummVM. |
What I meant was dump their own cartridge |
Which brand of copier do you recommend?
Assuming that the hardware interfaces of the popular models of copier are documented, it should be possible for the ripper program to tell the copier to dump only those parts that contain the compressed graphics, decompress them, and convert them to packed pixels. Then any SPC ripper such as SNESSOR could convert the game's SPC samples to PCM, and a specially written tool based on reverse engineering the game's playback engine could translate the music sequences into MIDI or whatever other format your playback engine uses.
Original sound effects are doable. Which do you need?
Music, on the other hand, is a minefield. How can I know whether a given melody is already copyrighted by someone?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#108478 - Stonebone - Thu Nov 09, 2006 7:30 am
tepples wrote: |
Original sound effects are doable. Which do you need? |
In the game right now we have these sound effects:
chain - when you make a combo or a step in a chain
die - when you lose
fanfare(1-2) - when you finish a chain of 4 steps, or 5 or more
pop(1-4) - when you pop blocks in step x of a chain
Well we don't have to make it as obvious as it is right now at least.
#108552 - Mota - Fri Nov 10, 2006 1:05 am
It's best to assume that any melody you've heard before IS copyrighted. Nowadays music is (technically) automatically copyrighted the moment it is mastered - i.e when the first copy is completed.
#108562 - tepples - Fri Nov 10, 2006 2:21 am
Mota wrote: |
It's best to assume that any melody you've heard before IS copyrighted. |
How can I know, from the notes alone, whether I have heard a given melody before? (That's the problem Harrison had.) And if I haven't, how can I prove in a court of law that I haven't?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#108589 - HyperHacker - Fri Nov 10, 2006 8:48 am
tepples wrote: |
HyperHacker wrote: | tepples wrote: | the Super NES assets are all rights reserved and cannot be distributed with what amounts to a high-level emulator any more than Lucasarts games can be distributed alongside ScummVM. |
What I meant was dump their own cartridge |
Which brand of copier do you recommend? |
I'd build my own. As long as it can generate a direct copy of the data on the ROM chip then you have what you need to do this. Note that I'm not saying the game should require this, only that it should be an option for those who have the means to do so.
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#108591 - tepples - Fri Nov 10, 2006 9:00 am
HyperHacker wrote: |
tepples wrote: | HyperHacker wrote: | What I meant was dump their own cartridge |
Which brand of copier do you recommend? |
I'd build my own. |
Whose plans do you recommend?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#108846 - HyperHacker - Sun Nov 12, 2006 8:26 am
Pfft, following someone else's plans is no fun. Actually I've been pondering making a SNES flash cart/dumper when I get the chance. If I do I'll post the plans. :)
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I'm a PSP hacker now, but I still <3 DS.
#113185 - alvin01 - Sun Dec 24, 2006 3:59 am
Dear Devs:
You guys are my heroes. I LOVE tetris attack, and this makes me happy. Really, really happy. I downloaded this expecting a somewhat slopped together thing, to be honest, but the visuals are great, and that background looks awesome.
Seriously, the game looks better than most retail games out there. Lots and lots of thanks for this :)
If I could recommend one thing, it would be a ds-to-ds wifi mode... having to connect to the server involves having a wifi point... not going to happen at school, nor in the car.
#113187 - tepples - Sun Dec 24, 2006 4:06 am
alvin01 wrote: |
If I could recommend one thing, it would be a ds-to-ds wifi mode... having to connect to the server involves having a wifi point... not going to happen at school, nor in the car. |
Are you willing to program a software access point (soft AP) for the DSWifi library? It seems that no one both is willing and has the necessary knowledge.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#113189 - alvin01 - Sun Dec 24, 2006 4:38 am
software access point?
im lost. ill just nod and pretend i know what that is :( *oh well*
#113190 - tepples - Sun Dec 24, 2006 4:44 am
In commercial DS games' multiplayer mode, player 1's system acts as an 802.11b access point.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#119382 - walaber - Thu Feb 22, 2007 4:54 pm
did anyone else notice a commercial version of this same basic game is being released on the ds?
http://gonintendo.com/?p=13536
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#119385 - tepples - Thu Feb 22, 2007 5:10 pm
I have it. It's called Dr. Mario and Puzzle League for Game Boy Advance, and it runs just fine on a DS in GBA mode.
Does either the official DS port or the unofficial clone use Polarium/Meteos style control or anything? I thought the limitations of the control scheme were one of the major philosophical differences between TA and Meteos. Without the pen, Meteos would just be sideways TA, and with the pen, TA would just be sideways Meteos.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#119396 - Stonebone - Thu Feb 22, 2007 6:05 pm
Our version supports touchscreen, and I'll be surprised if the upcoming official version doesn't support this. Especially since it seems to be played with the DS turned on the side judging from the screenshots.
But I must also point out that there are major differences between TA and Meteos. Being good at making chains in TA doesn't help you very much in Meteos, since chains are performed very differently.
#119402 - tepples - Thu Feb 22, 2007 7:02 pm
Stonebone wrote: |
But I must also point out that there are major differences between TA and Meteos. Being good at making chains in TA doesn't help you very much in Meteos, since chains are performed very differently. |
But the control scheme is also an issue. Tetris skills translate to Dr. Mario or Puyo more than, say, Bust-A-Move skills do, even though the chains are different.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#119413 - HyperHacker - Thu Feb 22, 2007 8:30 pm
That official version looks ugly, and their database is down.
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#119424 - walaber - Thu Feb 22, 2007 10:21 pm
#126761 - felix123 - Thu Apr 26, 2007 12:17 pm
I just tried Panel de Pon (the official Tetris Attack). I actually prefer the homebrew version. The game's more responsive with less annoying animations and the music's better. Nice work!
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#126763 - Stonebone - Thu Apr 26, 2007 12:40 pm
felix123 wrote: |
I just tried Panel de Pon (the official Tetris Attack). I actually prefer the homebrew version. The game's more responsive with less annoying animations and the music's better. Nice work! |
That's nice to hear :-)
I will probably buy the game anyway when it comes out in the US or Europe.