MasterHero (at Betilla's Gardens) wrote:i thought the GBO stone was designed for Mr. Stone in R1 but it was too big so the game engine couldn't handle it so it got replaced by the breakable-stones we know.
Rayman PSP Homebrew
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PluMGMK

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Re: Rayman PSP Homebrew
Here's a theory that MasterHero has:
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spiraldoor

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Re: Rayman PSP Homebrew
That might explain why Mr Stone's giant non-lava-rocks break into pieces which look as though they came from the stone men's small lava-rocks; the developers could have just run out of time.MasterHero (at Betilla's Gardens) wrote:i thought the GBO stone was designed for Mr. Stone in R1 but it was too big so the game engine couldn't handle it so it got replaced by the breakable-stones we know.
Re: Rayman PSP Homebrew
I guess you will include some enemies, so I would like to ask you if you get them, to post a spritesheet of them.Equilibrium369 wrote: I've extracted the antitoon walking sprites and viewed a video frame by frame to see what order the sprites go in and how long each frame lasts for. This is what I've come up with, it should go a bit faster in the game as the gif image seems a bit slow for me:
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Re: Rayman PSP Homebrew
soooo.. how's this going atm? ^^ 
Re: Rayman PSP Homebrew
/bump
dead?
dead?
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Chilly Willy

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Re: Rayman PSP Homebrew
We know from earlier posts that he's student. Many folks take their vacation right after school lets out... and school let out just in the last couple weeks. So it's my guess that he's on vacation.
Re: Rayman PSP Homebrew
hows it going with the game? there havnt been any updates recently?
Re: Rayman PSP Homebrew
I sure hope it's still going. It's such a great project.
Re: Rayman PSP Homebrew
yeah it defo is
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Chilly Willy

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Re: Rayman PSP Homebrew
Don't forget the editor. Looked really neat. Hopefully it's just a long summer vacation.
Re: Rayman PSP Homebrew
I don't know if Equilibrium369 is still posting in this thread, but I would be interested to work with him...
(for reference, I posted this : viewtopic.php?t=5108 )
I'm making some C coding myself, and I'm not bad at sprites... The idea would be to make some new level art, for example.
So Equilibrium369, if you need help...
By the way, are you using OSL lib for the library? ( http://oslib.palib.info/samples/ ) because Brunni, who developped it, is a very good friend of mine.
(for reference, I posted this : viewtopic.php?t=5108 )
I'm making some C coding myself, and I'm not bad at sprites... The idea would be to make some new level art, for example.
So Equilibrium369, if you need help...
By the way, are you using OSL lib for the library? ( http://oslib.palib.info/samples/ ) because Brunni, who developped it, is a very good friend of mine.
Re: Rayman PSP Homebrew
I don't know french, so I can't read that post. But anyway. What is the thingy on that thread? Were you developing a new game? did you create new maps? whaaaa?
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PluMGMK

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Re: Rayman PSP Homebrew
He was creating a very similar engine as far as I remember.
Re: Rayman PSP Homebrew
Yep, to sum up I was a beginner in C programation and I wanted to try my friend Brunni's library on Psp. But due to a lack of time, I couldn't do anything very interesting. I'm better at sprite art and all.PluMGMK wrote:He was creating a very similar engine as far as I remember.
(I already did this Sonic tech demo before : http://www.qj.net/psp/homebrew-games/so ... r-psp.html )
Re: Rayman PSP Homebrew
Nothing very interesting at all, but here is what I did, if you want to try it on your psp : http://steevboss.free.fr/Rayman.zip
Basically, it was just some random tests on basic animations and camera, but I didn't have the courage to continue this project.
Basically, it was just some random tests on basic animations and camera, but I didn't have the courage to continue this project.
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Equilibrium369

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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:25 pm, edited 4 times in total.
Re: Rayman PSP Homebrew
Hey, glad you're back. I tried your game (couldn't do it sooner, as the links were broken) and it's fairly better than mine :p, but as I said, I was just a beginner in programming. I think you should definitely use the OS lib for psp programming, as the functions are really easy to use and allow you to use sounds, music, and 8x8 / 16x16 (etc) tile mapping. Have you tried the samples ( http://oslib.palib.info/samples/ ) ?Equilibrium369 wrote:Sorry I haven't been on for a while. I've had loads of other projects and important things going on in my life and I kind of lost interest in this a little. However, now that I have a long run of spare time and after seeing what Pheobius has done previously, It's motivated me to continue working on this. I will soon be posting the most recent PSP game and Mapper that I did before I stopped working on this.
Phoebius: Your game is quite impressive and I would be glad to work with you on creating a new joint game that includes the best features of both of our games. The animation seems to run smoother in your game, so I would like to try using OSL lib if possible. In my game, I was just using the simple graphics.c file to display the images. I'm interested to know how you managed to get hold of all those spritesheets. I tried for ages to find sprites of when Rayman starts falling but I couldn't find any. Also, you managed to get sounds in the game and a working version of the piano background which looks great. Let me know if you're still interested in working together.
EDIT: Link to most recent game and mapper: http://uploaded.to/file/dxp4dy
After reading your topic, it seems you are better at artwork than the programming. I am the opposite, I am not very good at artwork but pretty good with programming. I think we would make a good team. I also have the tilesheets and know how to extract the sprites for each world so that should not be much of a problem.
For the sprite sheet, if I remember correctly, as I couldn't find any "assembled" spritesheet (with head and body parts assembled), I just took screenshots of the game and extracted it by hand (with Paint).
If you want, I can try to find the source code of what I did (I don't think it would help you a lot, but still...). I just hope I haven't lost it.
Edit : Oh, and I was explaining in the other thread : I also ripped the sounds by hand, by recording while playing on an emulator. If you want, I can PM you my msn adress.
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Equilibrium369

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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:26 pm, edited 1 time in total.
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Chilly Willy

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Re: Rayman PSP Homebrew
Hey, good to seem a little more action here.
I've been busy working on the MD and N64 (doing support code for the Neo Myth carts for those), but if you need some help, I'm a fair hand on the PSP as well. I'm most known for my ports of Basilisk II and Doom (on the PSP), and helping with a variety of other projects.
I'm really interested in a 32X port of Rayman... and since I've been working on the N64, that would bee a cool platform as well (the N64 got Rayman 2, not Rayman 1).
I've been busy working on the MD and N64 (doing support code for the Neo Myth carts for those), but if you need some help, I'm a fair hand on the PSP as well. I'm most known for my ports of Basilisk II and Doom (on the PSP), and helping with a variety of other projects.
I'm really interested in a 32X port of Rayman... and since I've been working on the N64, that would bee a cool platform as well (the N64 got Rayman 2, not Rayman 1).
Re: Rayman PSP Homebrew
I'm curious, but do yo have to have a PSP to try out the demos?
If so (and it probably is): Are there any PSP emulators that runs homebrew?
If so (and it probably is): Are there any PSP emulators that runs homebrew?



