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ROBOT-RANDOM

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A member registered 11 days ago

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To be clear, the game is fantastic. Thank  you for developing it. It is quite an accomplishment. Hope you consider Area 88 / UN Squadron in the future, even if based on a more basic version like the Atari ST port.  That game never had a decent port on home consoles; the SNES version just was not the same game.

I had a lot of problems with the newer Ever Drive's on my Sega Genesis Model 2 VA0 until I terminated the expansion bus.  They are not all the same. Some report no problems with the Model 2 VAO.

Also, the PCE music audio is still a bit low, but as I wasn't the one that requested it to begin with, I'm not going to fuss about it. Just brought it to your attention off chance it would be feasible to fix it.

What model Sega Megadrive is it? This is important because the Z-80 and Sound ASIC is implemented differently in different models. Helps lock down the problem to know.

Here is the issue with graphics that I was talking about.

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Uma ideia para uma "sequência espiritual" (nos moldes de *Rage of the Dragons*), utilizando a mesma engine do jogo, mas com elementos visuais modificados. Em vez dos personagens originais, você controla a Jessica (Jessie) — namorada do Cody —, a Eliza (Lisa) — namorada do Ken Masters — e o cachorrinho que aparece na 5ª fase. Para evitar problemas legais, esses seriam personagens "originais", sem qualquer vínculo com propriedades intelectuais existentes. Logo no início, um marginal rouba os cartões de crédito delas e a namorada do cachorrinho. O trio precisa abrir caminho por uma loja de departamentos, passar por um beco e, por fim, chegar à Área 51, onde enfrentam alienígenas para recuperar os cartões. Se, ao final, os jogadores 1 e 2 estiverem controlando as personagens femininas, eles precisarão lutar um contra o outro pela posse dos cartões. É uma paródia curta e cômica de *Final Fight*, com golpes especiais como saltos altos que funcionam como bumerangues e spray de cabelo inflamável. Pelo menos, serve para dar umas risadas.

Idea for a "spiritual sequel" (like Rage of the Dragons) using the game engine with altered assets.  You instead play as Cody's Jessica (Jessie), Ken Master's Eliza (Lisa), and the little dog from the 5th level. For the sake of plausible deniability, these would be "original" characters unrelated to any IP. At the beginning of the game, a hoodlum steals their credit cards and the dog's girlfriend. They fight through a department store, into an alley, then eventually into Area 51, where they fight aliens to get back the credit cards. If player 1 and player 2 are the women at the end, they must fight each other over the credit cards.  A short, comical, rip-off of Final Fight.  Special moves like boomerang high heels and flammable hair spray. Worth a laugh if nothing else.

Is this just a proof of concept? Been a few months with no update.

On second thought, it might be easier to port the NES port of Galaga to the Megadrive than the arcade game. The original arcade code is a mess.  I think there was also a homebrew Atari ST. Both would likely be more manageable.

Right, but what model Mega Drive. Model 1, Model 2...

It works, but the attract mode and pause have problems.

There may be an issue with Sega Genesis Model 2 VA0's that don't have the expansion bus terminated with a Sega CD or a 32x Dongle on some consoles when it comes to the newer Ever Drives. It is something a few in the Ever Drive community have known about for several years that was never really addressed by Krikzz. My Model 2 VA0 has a 32X dongle attached, just to work with the Mega Ever Drive Pro and I do not even own a 32X at all. LOL.

I'm not having any problems with v1.5 on NTSC. Are you sure it is only supposed to be NTSC? I don't have a PAL console.

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(Referencing the Megadrive version). Did I read you right that the NTSC may be the cause of some issues with this? Do you plan on releasing a revision that plays nice with NTSC and does not require PAL?

That is good to know. By the way, the Sega 315-5660 FC1004 is an integrated ASIC. The  Sega Genesis Model 2 VA0 has its own issue in that if the expansion bus is not terminated by either a 32x dongle or a Sega CD, the newer Everdrives sometimes throw weird errors. Especially the Mega Ever Drive pro.

The full GOAC is when all of the parts are on the same dye. In the USA, the Sega Genesis Model 2 VA4 and the Sega Genesis Model 3 VA1 & Sega Genesis Model 3 VA2 have a full GOAC, with the Sega Genesis Model 3 VA2 being the most problematic as it has many Z-80 signals eliminated. I've found ALL of the versions with the GOAC are have problems with homebrew.

Thanks for including the model of the console. Those are actually clone consoles, so it is likely the implementation of the Z-80 and Audio ASIC in the GOAC. The developer will be able fix it knowing that.

¿Has oído hablar del juego *Kid Kong* para Atari ST (un clon de *Donkey Kong*)? Sería un título estupendo para adaptar a la Mega Drive.

It also helps to know what model Sega Genesis. There are variations of the implementation of the Z-80 and sound ASIC that can cause issues and knowing the model you are using helps the developer immensely.

Genial. ¡La solución es excelente! Maravilloso.

Awesome. The fix is great! Wonderful.

Genial. ¡La solución es excelente! Maravilloso.

I was wondering if a temporary fix for the disappearing drill top to the Rock Steady Drill Ship on level one might be to swap out the assets so that the top of the drill bit is deleted entirely and the midsection that never disappears is redrawn to be the top instead (see pic). The compromise might also save a little memory and considering how briefly the drill top is shown, it might be barely noticeable.

Me preguntaba si una solución temporal para el problema de la parte superior de la broca —que desaparece en la nave perforadora «Rock Steady» del primer nivel— podría consistir en sustituir los elementos gráficos: eliminar por completo la parte superior de la broca y rediseñar la sección intermedia (que nunca desaparece) para que pase a ocupar la parte superior (ver imagen). Esta alternativa también permitiría ahorrar algo de memoria y, dado el poco tiempo que se muestra la parte superior de la broca, es probable que el cambio apenas se note.

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I was wondering if a temporary fix for the disappearing drill top to the Rock Steady Drill Ship on level one might be to swap out the assets so that the top of the drill bit is deleted entirely and the midsection that never disappears is redrawn to be the top instead (see pic). The compromise might also save a little memory and considering how briefly the drill top is shown, it might be barely noticeable.

Me preguntaba si una solución temporal para el problema de la parte superior de la broca —que desaparece en la nave perforadora «Rock Steady» del primer nivel— podría consistir en sustituir los elementos gráficos: eliminar por completo la parte superior de la broca y rediseñar la sección intermedia (que nunca desaparece) para que pase a ocupar la parte superior (ver imagen). Esta alternativa también permitiría ahorrar algo de memoria y, dado el poco tiempo que se muestra la parte superior de la broca, es probable que el cambio apenas se note.

Então você deveria chamá-lo de Dr. Comando. Ele traz uma receita à base de chumbo para os malfeitores. Brincadeirinha. Rsrs.

Then you should call it Dr. Commando. He's come with a prescription of lead for evil doers. Just kidding. LOL.

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It would also be great if the mouser robots and some of the foot soldiers DID NOT have orange / red shadows. It really stands out.

It looks like they are leaking transmission fluid.

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BOX ART / INLAY ART -- Based on the original art from the 4th issue of the original Mirage Studios Comic Book, which was also used for the Japanese Arcade Flyer.

What about Commando MD?

Runs fine so far. Is this the entire game?

Here are some of the errors. Orange foot soldiers have orange shadow. Robot mousers have red shadow. Animation of Rocksteady's Drill vehicle disappears mid-animation. See photos. If pallet of orange foot soldier messes up, might replacing it with yellow foot soldier be temporary fix?

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This particular level has a graphical error on it (see photo). Could this be fixed in a tile editor?

Fantastic.

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Oh boy. You HAVE to port this to the Master System! Then it would work on both the Master System and the Genesis.

I noticed the detail HAS improved in the latest version.  Explosions could use a hair more gradation.  Fantastic! So good!

Way back in 1989, a gas station near Eaker Air Force Base had this & the original Street Fighter. I still remember getting a slushie and wasting my allowance. LOL.

Appears to be a memory leak or RAM fragmentation in attract mode. Attract mode can actually crash it.  There is severe slow down during crash sequences. However, the fact that you got a super scaler game running like this is astonishing.

Might need to simply disable the attract mode and just let it stay at the title screen.


V 1.5 works fine on NTSC and looks like a perfect port of the arcade game.

Fantastic! It did crash on me once (Genesis Model 1 VA3 non-TMSS) and the Title screen has odd slow down. The game plays fantastic, however. Thank you, so much for your effort!

Some issues:
(1) On level one boss fight when Rocksteady enters, the drill part of the ship disappears as it drills through the floor.
(2) The mousers have a red shadow.
(3) Many foot soldiers have a red shadow.

Quite an accomplishment.

How much of this was completed?

Buena idea.