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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LSU Fan
4641 Arse Whipping Avenue
Member since Dec 2013
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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?
Houston Astros Fan
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LSU Fan
4641 Arse Whipping Avenue
Member since Dec 2013
19611 posts
LSU Fan
West of a white house
Member since Mar 2010
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Also, this Youtube channel is very useful if you are going the RetroPie with EmulationStation route.
LINK
New Orleans Saints Fan
AL
Member since Apr 2010
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New Orleans Saints Fan
Nooga
Member since Sep 2005
12794 posts
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LSU Fan
4641 Arse Whipping Avenue
Member since Dec 2013
19611 posts
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
LSU Fan
West of a white house
Member since Mar 2010
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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.
New Orleans Saints Fan
Baton Rouge
Member since Mar 2006
11262 posts
Houston Astros Fan
Louisiana
Member since Sep 2008
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Tulane Fan
The Landmass
Member since Jan 2005
50062 posts
If you have original NES cartridges you can get a Kazzo to extract the ROM.
Texas A&M Fan
Somewhere Texas
Member since Sep 2015
441 posts
LSU Fan
West of a white house
Member since Mar 2010
2625 posts
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LSU Fan
Member since Nov 2004
13328 posts
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.
LSU Fan
West of a white house
Member since Mar 2010
2625 posts
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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.
New Orleans Saints Fan
Nooga
Member since Sep 2005
12794 posts
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No passwords or ftp software required
LSU Fan
West of a white house
Member since Mar 2010
2625 posts
Online
quote:Even better. I haven't bothered upgrading my distribution of RetroPie in a while since I'm satisfied with it.
It’s even easier than that now with retropie.
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.
New Orleans Saints Fan
Nooga
Member since Sep 2005
12794 posts
Online
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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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!