Competition #03 (Codeblast'14) - Marilyn: In the Magic World

1st December 2013 - 1st June 2014
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Poll ended at May 22nd, 2014, 12:52 pm

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Total votes: 7

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LameGuy64
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Competition #03 (Codeblast'14) - Marilyn: In the Magic World

Post by LameGuy64 » May 21st, 2014, 12:48 pm


Competition #03 - Marilyn: In the Magic World

Username: LameGuy64
Project Title: Marilyn: In the Magic World
Time to Complete: 7 months
SDK: Psy-Q
Genre: Action Platformer
Latest Release: Version 0.12a
In Development: Yes
Initial Release Date: JANUARY-4-2014
Last Date Updated: JUNE-6-2014
Controller: CONTROL PAD
Players: 1
Memory Card: None
Language(s): English
Burn and Play: Yes
Executable Included: No
Source Available: Yes

It is I, the great and highly talented LameGuy64 again with another awesome entry for this year's Codeblast '14 competition, Marilyn: In the Magic World. An old school 2D action platformer fan-game developed almost entirely by me featuring Kenny Anderson's Marilyn character.

Technical Features:
  • Fast loading times and clean disc structure
  • Compilation-friendly and MeidoMenu 1.2 compatible
  • CD-XA music streaming and sound effects
  • Supports widescreen mode (doesn't look good on most emulators though)
  • Automatic NTSC/PAL selection
  • Smooth scrolling
  • Parallax background scrolling of up to 4 layers
  • Particle effects
  • Simple script system for dialog events

Screenshots:
Image
Image
Image
ImageImage

Older Screenshots:
Image
Image

Demo video:
[youtube]http://www.youtube.com/watch?v=5v_KjxZavPg[/youtube]

ISO: http://www.mediafire.com/download/rkd9y ... (0.12a).7z
Source: http://www.mediafire.com/download/vzsmt ... _Source.7z

Mirror ISO: http://psxdev.net/homebrew/files/Marily ... _(010a).7z
Mirror Source: http://psxdev.net/homebrew/files/Marilyn_010a_Source.7z

Last edited by LameGuy64 on June 9th, 2014, 2:42 pm, edited 10 times in total.
Please don't forget to include my name if you share my work around. Credit where it is due.

Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.

DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.

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Post by Shadow » May 21st, 2014, 2:05 pm

Very impressive. I added mirror links to your post that are hosted here should mediafire do something with your uploads. I will also add it to the homebrew section and on the homepage later on today.

There is a huge problem with your XA playback code. It only works under emulation. I tested it on a 1002 and 5502 with no music being played. The only other suggestion I have is that you should be able to press something like 'Start' to skip text dialogs since they reset every time you replay a level. No big deal though. Apart from that, I could not find any bugs!

This will be very difficult to beat in the competition...
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 Tommy » May 21st, 2014, 2:13 pm

Shadow wrote:This will be very difficult to beat in the competition...
It's got my vote. Great work!

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Post by LameGuy64 » May 21st, 2014, 2:38 pm

Shadow wrote:There is a huge problem with your XA playback code. It only works under emulation. I tested it on a 1002 and 5502 with no music being played.
Well, that's strange. My XA playback code which was based off of t0rxe's example worked fine on my SCPH-5501 (before it died) and SCPH-7000 in the older builds of this game... I'll fix it once I get home next month since its practically impossible to trace the problem without any real hardware to test on.
Tommy wrote:It's got my vote. Great work!
Thanks!
Please don't forget to include my name if you share my work around. Credit where it is due.

Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.

DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.

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Post by Shadow » May 21st, 2014, 6:33 pm

Okay. I added it to the homepage and homebrew link. Oh, another suggestion I forgot to mention was that you should dim the parallax backgrounds slightly (maybe something like 10%) to give more depth since it's very difficult to distinguish between what is active in the foreground and not.
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 Shadow » May 21st, 2014, 10:19 pm

Found some bugs. If you press the X button several times extremely quick on the level select and pause menu, things repeat. Also, if you press and hold UP or DOWN whilst then trying jump and move (using LEFT or RIGHT), Marilyn locks up.
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 Shendo » May 31st, 2014, 1:22 am

Awesome. You got my vote :)
Dev console: SCPH-7502, FreePSXBoot, CH340 serial cable.

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Post by KrossX » June 2nd, 2014, 1:58 pm

Had me at the start screen with that background. :)
Image

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Post by Shadow » June 2nd, 2014, 5:42 pm

Competition closed. This game had a total of 7 votes and came in first place! :dance
I've also awarded you the "Elite PSX Programmer" rank.
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 LameGuy64 » June 6th, 2014, 11:56 am

Just updated this game to v0.12a which doesn't have much in it other than that I have finally fixed the CD-XA playback code which didn't work on a real PSX and fixed some minor bugs that Shadow mentioned.

Also, any future updates of this game will be posted on this forum thread:
http://www.psxdev.net/forum/viewtopic.php?f=62&t=499
Shadow wrote:Competition closed. This game had a total of 7 votes and came in first place! :dance
I've also awarded you the "Elite PSX Programmer" rank.
Wow, I've won 1st place yet again :shock: I feel so proud of myself :D
Please don't forget to include my name if you share my work around. Credit where it is due.

Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.

DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.

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Post by bizarro2011 » June 6th, 2014, 9:41 pm

:clap
congratulation :praise

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Post by Xavi92 » June 15th, 2014, 9:20 pm

Brilliant! You did a fantastic job indeed. :)

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Post by sickle » April 26th, 2015, 6:59 am

Whoa, that was thoroughly awesome :D
Thanks for sharing!
Considering how well it does platformers, I'm kinda saddened that there weren't a lot like this on the PS1!

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Post by gwald » January 5th, 2016, 12:05 am

very impressive! :praise

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Post by freshcupofjava567 » February 18th, 2016, 7:54 am

Great Job LameGuy64! But, No Sound...
Overall Very Impressive And I Am Making A Game Like This!
:triangle :circle :cross :square :up :down :left :right

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Post by Shadow » February 18th, 2016, 12:31 pm

freshcupofjava567 wrote:No Sound...
Uhm, the game has XA music playing as well as sound effects.
Did you play it in an emulator?
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 Kyoril » May 22nd, 2022, 2:14 am

I'm a little late here but anyway: Very impressive piece of work!

I just tried it on real hardware (modchipped) and it worked. A little bit sad that it doesn't support the DualShock Controller with Analog mode turned on though.

But it looks so well polished, even little details like the scroll bar in the level selection screen or the sound effects while the dialog is displaying (or even the fact that the dialogs are animated, and that you added controller icons in the game etc. etc.).

:praise

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