Bomberman

General homebrew games, programs and PlayStation PS-EXE's
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mentor
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Bomberman

Post by mentor » January 6th, 2016, 3:09 am


Bomberman

Username: mentor
Project Title: Bomberman
Time to Complete: 1 week
SDK: Psy-Q
Genre: Bomberman :)
Latest Release: beta
In Development: Yes
Initial Release Date: 05-JANUARY-2015
Last Date Updated: 05-JANUARY-2015
Controller: STANDARD PAD
Players: 1
Memory Card: No
Languages: Eng
Region: PAL
Burn and Play: Yes
Executable Included: Yes
Source Included: No

A simple Bomberman clone. You've got 2 minutes to find the key and go to exit. You can plant only one bomb at a time and you can get hurt from the explosion. The game features only one scrolling level and two opponents, but lacks power-ups (I thought that power-ups would be rather useless on such small level).

There are some minor bugs, so I marked this version as "beta", but pretty much everything what I wanted to do here is done. That doesn't mean I won't go any further in developing this game, but for now I'm happy with the final result. Please note that the game was written primarly to try out PSY-Q SDK with intend to make my very first PS1 game, not to write a Bomberman clone specifically.

The game was tested on ePSXe and PSXeven. It should also work fine on real hardware.

Image

PS-EXE: http://www.filedropper.com/bomberman
CUE + BIN: http://www.psxdev.net/forum/download/fi ... iew&id=814

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Post by Davide_G » January 6th, 2016, 8:53 am

Great!

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Post by Shadow » January 6th, 2016, 3:40 pm

The image doesn't seem to be built correctly.
It's generating many sector issues within the PSIO Menu System and PSXFIN.
Did you use BUILDCD to build the ISO?

Apart from that, once the Sony libraries time out and the game boots up, it's pretty good.
It looks like something for the SEGA Master System, but it's a good effort, especially for 1 week.
I'll add it to the homepage on PSXDEV.net once the ISO is fixed.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by mentor » January 6th, 2016, 10:55 pm

@Shadow: I followed this tutorial: http://www.psxdev.net/help/cdrom_mastering.html.

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Post by Shadow » January 7th, 2016, 12:05 am

mentor wrote:@Shadow: I followed this tutorial: http://www.psxdev.net/help/cdrom_mastering.html.
Ah, sorry. That's very old. I had a feeling you followed that :P
I'll have to update it at some point. It works, but it's not good.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by mentor » January 7th, 2016, 2:31 am

No problem, I downloaded BuildCD and I'll try to make image with it :)

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Post by Shadow » January 18th, 2016, 7:16 pm

Updated your CUE + BIN URL on your first post.
The image has been licensed as Japanese, and it boots correctly now without any problems.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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