Little Fighter 2 Raspberry Pi

This is an old version of SNES9X but was chosen as it runs mostly at full speed on the Raspberry Pi unlike the more recent versions of SNES9X. Game support is therefore not as good as the newer SNES9X versions and graphics & sound is not as accurate. Games that will not work, for example, are Yoshi's Island, Street Fighter Alpha 2, Star Fox. Feb 29, 2016  Street fighter 3 on raspberry pi 2 (recalbox) http://ibblog.tistory.com/309.

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WilliamTaylor21
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Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by WilliamTaylor21 on 12/21/16 at 7:43 pm
After failing to get the NES Classic (numerous times), I've decided to try the Raspberry Pi route. Currently setting it up now.
For those who have done this, where do you go to get your ROMs?
I did a little bit of searching and torrents seemed to be the most popular answer, but I don't want to download something sketchy.
Recommendations?

LSU Coyote
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by LSU Coyote on 12/21/16 at 7:52 pm to WilliamTaylor21


WilliamTaylor21
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by WilliamTaylor21 on 12/21/16 at 7:58 pm to LSU Coyote


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DieDaily
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by DieDaily on 12/21/16 at 8:27 pm to WilliamTaylor21
Little
If you want more complete ROM sets, as in every game ever released for the NES for every country, etc. do a search for 'GoodNES' or 'GoodSNES', etc. They'll typically have a version number on the tail end of the file name as well.
Also, this Youtube channel is very useful if you are going the RetroPie with EmulationStation route.
LINK

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Mr Gardoki
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by Mr Gardoki on 12/21/16 at 8:30 pm to LSU Coyote


Dam Guide
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by Dam Guide on 12/21/16 at 10:17 pm to Mr Gardoki
I miss underground gamer, I still have all my project hyperspin seed torrents. We were assembling an impressive library for the ultimate setup.

WilliamTaylor21
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by WilliamTaylor21 on 12/22/16 at 3:58 am to Dam Guide
Just wanted to come back and say that this thing is SO SICK.
I know the games are small compared to today, but to be able to hold so many games and run so flawlessly is incredible to me.
Loaded about 30 N64 games, 25 NES games, and 10 Genesis games so far (adding a lot more tomorrow).
What are some of yalls 'can't miss' games?
Maybe some that are off the radar but still good games?

I only had a Nintendo 64, Genesis, then a PS2 so all the other consoles are new to me and I'm not too sure what consoles/games I should try. TIA

DieDaily
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by DieDaily on 12/22/16 at 10:53 am to WilliamTaylor21
quote:
Maybe some that are off the radar but still good games?

I'll recommend some lesser known games rather than telling you the obvious ones like Super Mario Brothers 3, A Link to the Past, or Streets of Rage.
NES:
Little Samson - Despite what you might think, this isn't one of those Bible Adventure games. If I had to compare its gameplay, it's a little bit like Mega Man in that you can switch abilities but by changing characters.
M.C. Kids - Yes, it's a shameless advertisement for McDonald's but it's also a great platformer, obviously inspired by Super Mario Brothers 3.
SNES:
Seiken Densetsu 3 - This is the sequel to Secret of Mana (which is a game you should also play) but it was never released in North America. There is an English fan-translated Rom out there that isn't difficult to find. The games are like a mix of Zelda and Final Fantasy.
Nosferatu - This is like a mix of Prince of Persia and Castlevania. Fun horror game that most people missed on the SNES.
Genesis:
Comix Zone - Fun beat-em-up where you fight through the panels of a comic book. Unfairly tough, though.
Beyond Oasis - The closest thing the Genesis had to Zelda. It's like A Link to the Past with an Aladdin mod.
Neogeo:
Windjammers - This has gained a cult following over the last few years, thanks in part to Giant Bomb. It's sort of like Street Fighter 2 meets Pong. A re-release of it was recently announced for PS4.
Shock Troopers - 2-player top-down shoot-em-up. There is also a sequel but it's not as good as the original.


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Phate
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by Phate on 12/22/16 at 2:40 pm to WilliamTaylor21
I downloaded a Nintendo megapack torrent from IPtorrents that has 252 N64 games, 915 NES games, 664 GBC games, and 840 SNES games.

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The Eric
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by The Eric on 12/22/16 at 2:58 pm to WilliamTaylor21
You need to get Zombies ate my neighbors... Find a friend and Co-op

Bestbank Tiger
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by Bestbank Tiger on 12/22/16 at 8:46 pm to The Eric
Nintendo seems to work the best on an emulator, with Commodore the worst.
If you have original NES cartridges you can get a Kazzo to extract the ROM.

AHCOO
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by AHCOO on 12/22/16 at 10:47 pm to Bestbank Tiger
Has anybody tried the GameCube emulator on this? Does it work or is it choppy?

DieDaily
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by DieDaily on 12/23/16 at 7:27 am to AHCOO
Dolphin, the emulator that can run GameCube games (along with Wii) isn't included in the Raspberry Pi distribution of Retropie. Additionally, the Pi 3 sill runs some N64 games poorly, not to mention most Dreamcast games. GameCube is out of the question right now on the Pi and likely will be for a while.

The Dude's Rug
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by The Dude's Rug on 12/23/16 at 8:12 am to WilliamTaylor21
LINK
This has all the full rom sets for every system. That's every released and unreleased rom ever leaked, along with fan hacked games. They are already organized too.

re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by NvAstray on 10/13/17 at 1:43 pm to LSU Coyote
Hey I have no idea if anyone would reply to this but I've tried to put games on my retropie 3 using a cross over cable and ROMS that I got off of the link you provided, this is my first attempt at something like this I'm in need of some help

DieDaily
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by DieDaily on 10/13/17 at 3:30 pm to NvAstray
There's not enough info here to know exactly how to help you but are you using the Retropie distribution? If so, there is a settings section in the menu that you should be able to use to both get your Pi on your home wireless network, and then see the IP address of your Pi once it is connected.
Then, go to your PC, install your free FTP software of choice and log into that IP address with the login ID and password:
pi
raspberry
Using the FTP software, you should be able to copy files from your PC to your Pi directly once you navigate to the appropriate path. The path for SNES roms, for example is:
/home/pi/RetroPie/roms/snes
...which can be found at this LINK. There are also, of course, loads of videos on Youtube on how to do this as well.

Dam Guide
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by Dam Guide on 10/13/17 at 3:44 pm to DieDaily
It’s even easier than that now with retropie. As long as you connected your retropie to wifi , you just need to go to retropie in file manager on any computer connected to the same network.
No passwords or ftp software required


DieDaily
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by DieDaily on 10/13/17 at 3:52 pm to Dam Guide
quote:
It’s even easier than that now with retropie.
Even better. I haven't bothered upgrading my distribution of RetroPie in a while since I'm satisfied with it.
So, easier instructions: do what Dam Guide said and consult the site I linked above to find the path of any system you want to load roms for.

Dam Guide
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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by Dam Guide on 10/13/17 at 3:55 pm to DieDaily
quote:
Even better. I haven't bothered upgrading my distribution of RetroPie in a while since I'm satisfied with it.

Yeah, the last updates have really have made it a pretty simple device. Just drag and drop roms in the correct console folders inside retropie using any file manager.

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re: Raspberry Pi (RetroPie) users: Where to find reliable ROMsPosted by NvAstray on 10/19/17 at 10:09 am to DieDaily
is there a way you could PM me a site with reliable ROMS, or if possible email me a File with the ROMS
Little Fighter 2 Raspberry Pi
Page 123

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With a refreshingly simple set of tools, PICO-8 is the perfect place to plot pixels. Sprites – 2D images composed with pixels – have been a mainstay of game development since, well, forever, and have seen a recent resurgence due to the rise of pixel‑art indie titles like Celeste, Spelunky, and Stardew Valley. We’ll be taking a look at how to animate effective 8-bit sprites for our space shooter, how to use a sprite sheet for animation, some basic background ‘parallax’ scrolling, and some simple space explosions for good measure.

See also

PICO-8 Sprites and animation: Tools of the trade

If you’ve been following our PICO-8 tutorials from the start, you’ll already be acquainted with PICO-8’s small, but mighty, sprite editor. Load up your game, then switch to the editor to look more closely at what we’ll be working with (Figure 1). The big box on the top-left is your sprite window where you can plot pixels. The tool set below allows you to draw, copy, select, pan, and fill. And to the right you have your colour selector, brush size, and zoom sliders, as well as sprite flags. What more could you need?

A pixel artist’s palette

Part of PICO-8’s popularity is its striking 8-bit palette. Creator Joseph ‘Zep’ White spent a long time choosing a set of 16 complementary colours that offer a wide range of shades and tones. See the palette image (Figure 2) for a breakdown of how they can be combined. But a classic approach is to choose a primary colour and use a lighter complementary colour to show highlighting, and a darker shade for shadow. To demonstrate, we’ve highlighted the grey (colour 6) of our space fighter, with white (7) on the tips. You can take this approach with all of your sprites.

Sprites, sheets, and animation

So how do we animate? The easiest way is to draw a new sprite for each animation frame and store them in a sprite sheet. Then, in runtime, we swap through these different sprites to make an object appear to come alive. The sprite sheet, shown at the bottom of the screen (see Figure 1), indexes each sprite on the sheet with a number. Let’s start with the bad guys. Next to your original enemy sprite, draw a few more to show it at various stages of jiggling menacingly. Don’t worry too much about smoothness as we can always edit them later.

They live!

To implement the animation, we will need to add a few things to our code. First of all, in the create_enemy() function we need to add a new table to our enemies that stores all the sprite indexes for their gruesome animation. Add

enemy.sprites={2,18,2,34}

We will be moving through this table from left to right at set intervals. To keep track of this we will need a timer: add enemy.animtimer=0 to the function as well. Now, we need to actually tell it to change the enemy sprites along with the timer.

Animation: It’s all in the timing

In the main _draw() function, find the enemy loop and at the start of it add enemy.animtimer+=1 to increment each frame. Below this, add:

enemy.sprite = enemy.sprites[flr(enemy.animtimer/5-enemy.speed*3)%#enemy.sprites+1]

This looks complicated but really just compares the animation timer to the number of sprites in our sprites table and moves us along one. The inclusion of the speed variable adds a little bit of flavour that makes faster-moving enemies animate faster. Run your game and check it out in action.

Flickering fire

We can repeat this process for the player’s ship, too. Draw another sprite which shows the rocket engines flaring or flickering next to the original player sprite. Even just a couple of pixels different between frames is enough to make a sprite come alive. In _init() where we declare our player table, you’ll need to add another animation timer and table of sprites, just as we did for the enemy. We’ll also increment this timer in the draw function and add the line

player.sprite = player.sprites[player.animtimer%#player.sprites+1] below this to make a fast flicker.

Soaring through space

That’s made our ship look a little better, but it still looks static. Let’s animate it banking left or right when it moves. Draw a sprite of the ship banking left and one banking right. You can copy and paste your original to act as a starting point. Then copy these sprites and animate the tail flicker for each. Now we add a conditional to our _update() function that will swap our sprites table depending on if the up or down direction keys are pressed. Now our little space fighter will soar majestically through space.

Things that go boom

Currently our lasers are a puny red rectangle, but we can do better than that. Create a deadly-looking laser sprite in index 16 and replace our previous rect() function call with:

spr(16, laser.x-5,laser.y)

That’s a clear improvement, but something is still missing: you guessed it, explosions. To create dynamic-looking impacts, we will be writing two functions: one to create them, and the other to draw them as flash of circles. Very nice. We will also declare a new explosions table in _init() and write a for loop to handle drawing.

Pyrotechnics in PICO-8

Our createexplosion function creates, you guessed it, explosions. Much in the same way as we’ve created enemies and lasers previously. Our drawexplosion function draws a circle depending on what stage the explosion’s timer is at, then deletes it when it reaches 4. To see it work, add create_explosion(enemy.x,enemy.y,rnd(4)+8) just after we delete enemies upon collision with a laser. Using a random number for explosion radius gives us a little more flavour by varying the size of the explosions slightly. You should add a big explosion when the player is destroyed, too.

Parallax to the max

Parallax scrolling is an easy and effective way of adding depth and movement to a background by scrolling things at different speeds. Let’s make a starfield to give the feeling our plucky starship pilot is in hyperdrive. Create a new stars table in init() and populate it with stars using a for loop. Next, at the start of draw(), add rectfill(0,0,128,128,1) to colour the screen deep space blue, and another for loop that draws each star as a single pixel, moves it from right to left, and resets it when it goes off screen. Warp factor 4!

A simple shader

‘Shader‘ is a term used to describe a graphical treatment given to a rendering of a sprite or other asset. They are used extensively in game development, often to achieve a specific aesthetic style. Now we have a background, our sprites don’t stand out as well as they did. Let’s write a shader function outline_sprite() that draws a sprite offset in eight directions in black, using pal() to reset the palette, then the original colour sprite on top. Now, replace the player and enemy spr() calls, and see how a simple shader can make them pop!

Next PICO-8 steps: sound

Our game looks good. We have both time-based and movement-based animation. We have lasers and explosions. We have a scrolling starfield and a simple shader so our sprites stand out. However, our game will always feel lifeless without sound. So, in issue 87 of The MagPi we will be making some spacey SFX to bring our shooter to life, and we’ll be composing some 8-bit chiptunes. See you there!