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amoreira
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Posted: 05 January 2010 at 16:32 | IP Logged Quote amoreira

Hi folks.

First off all, thanks to all members of the Brain Games team, for bringing back to life the Konami classics that I played and enjoyed so much on the MSX when I was a child.

I would like to announce that I have a Wii port in progress for Road Fighter (and of course, if I have the time, I can certainly do the same with all the games developed by Brain Games).

The game is already fully playable, and the only things pending are:

- finish some layout adaptation, so that all elements fit in the full TV screen.
- debug and investigate why the sounds and music are not being reproduced (Might be something related to Wii's SDL_Mixer port, or the internal logic that checks filename extensions - I don't know yet).
- Remove the OPTIONS screen from the main menu, and replace it to a HOW TO PLAY screen. The intention is to auto-detect the controllers and present to the user how the fixed control scheme works.

My plans involve to release the source code of the port in a Google Code account of my own, and publish the game on the Homebrew Browser, so it can be directly downloaded from any Wii console in the world with Homebrew Channel installed and Internet connection.

Of course, I will mention Brain Games and all the team involved in Road Fighter in the credits. I also hope that Brain Games can gain some more visibility with this. You certainly deserve as much notice as possible for the fantastic job you've been doing so far.

So, is this approach OK? Do you have any other suggestions/requirements on how am I authorized to release this port?

Finally, thanks for making the code so simple and well-structured. The process of porting has been a breeze up to now, and the small adjustments left are not expected to take much time, too.

Best regards!
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Jorito
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Posted: 08 January 2010 at 21:30 | IP Logged Quote Jorito

Hey, sounds nice! Not that I have a Wii, but I really like it that our remakes are ported

I don't see anything wrong with the way you are approaching this, seems like you are a good citizen and will provide the source, and you announce your intentions here. So I'm not complaining, and Popolon (if he reads this) will probably agree .

About releasing the source code, I don't mind. But I think you should be aware of something: we didn't place the remakes under a GPL license on purpose. The reason is that these games are remakes and might infringe on trademarks (like the name 'Road Fighter) and copyright (like the music and gfx, they are based on the original artwork, not sure how legal that is). I think it's good for you to know that, but that's the only issue I see.

If you finished this port, feel free to port the other games as well . I think that Goonies might be a nice port as well.

Oh, and lastly: if you find any bugs in the code, would you mind sharing them with us? Preferably the fixes

Edited by Jorito on 08 January 2010 at 21:31
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amoreira
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Posted: 10 January 2010 at 01:31 | IP Logged Quote amoreira

Thank you very much, Jorito!

Yes, regarding the inexistence of source code license in the original code, I am aware of that. Therefore I kept my modifications under the same classification (just open source, not using a specific license).
Now I can say I've finished the port (already released to the Wii homebrew community). So it's time to move forward to the other games.

Goonies is one of my favorite games since the time when I was a kid. Thhe remake was great and for sure I plan to give it a try on porting. However, although I haven't seen the source code yet, I've read on a previous post in this forum that the game's resolution is 800x600. Is that correct?

I managed to adapt Road Fighter's original 512x384 layout to the 640x480 required by SDL Wii on TV, by upscaling some images (panels and splash screen), adjusting some coordinates here and there... But overall I could keep the game sprites unchanged. That was good, since it retained the same quality, and resulted in a bigger playfield area.

But changing from 800x600 to 640x480 would require downscaling the game's sprites, and I'm worried about the results.

Anyway, I think I can try a "feasibility study". And I hope the results encourage me to go on.

Edited by amoreira on 10 January 2010 at 01:31
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amoreira
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Posted: 10 January 2010 at 12:10 | IP Logged Quote amoreira

Well, nevermind about the 800x600 stuff. I already did some brief analysis of the source code, and found out that the game is already designed and coded to fit 640x480, which is great!
The real challenge now is gonna be deal with OpenGL. Its port to Wii is a 'work in progress'. But I think the port is still feasible.
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Jorito
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Posted: 11 January 2010 at 00:14 | IP Logged Quote Jorito

Hehehe, good luck with the port of the Goonies, I hope it will be OK. Please keep us updated on your progress, I like reading about it .

You're fully happy with the Roadfighter port now? Any specific Wii problems you encountered? And what about the controls? Did you use the motion sensor? Or just the normal keypad?
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Iamweasel
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Posted: 11 January 2010 at 10:58 | IP Logged Quote Iamweasel

Hi aMoreira,

I'm curious, are you Alexandre Moreira, who did the remake named Kung Fu Master Returns?

Edited by Iamweasel on 11 January 2010 at 15:47


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amoreira
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Posted: 11 January 2010 at 17:50 | IP Logged Quote amoreira

Hell yeah!

That was a long time ago, back when I had time to dedicate to remake games from scratch (well, just code, since the sprites were ripped from several sources, LOL).

Now, with a wife and a time-consuming job, I'm happy I still have some time to try porting existing games to other platforms.

Just curious: Do you know me from the old Blitz Basic community? Or you just saw Kung-Fu Master Returns elsewhere?

P.S.: It's always good to find fellow Brazilian MSX fans around.
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Iamweasel
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Posted: 12 January 2010 at 23:23 | IP Logged Quote Iamweasel

amoreira wrote:
Hell yeah!

That was a long time ago, back when I had time to dedicate to remake games from scratch (well, just code, since the sprites were ripped from several sources, LOL).


And I must say IMHO you did a great job not only programming the game but also by choosing the right sprites to the game, it gave the feeling of a modern remake. .

KFM Returns is one of the remakes I keep on my HD together with the ones from BrainGames to show to my friends here.

amoreira wrote:

Now, with a wife and a time-consuming job, I'm happy I still have some time to try porting existing games to other platforms.


Yeah, I know what you mean, time is really short for me too.   

amoreira wrote:

Just curious: Do you know me from the old Blitz Basic community? Or you just saw Kung-Fu Master Returns elsewhere?


Actually I don't know you, I just saw your name, your country, the fact that you are working with a remake, remembered that there was an Alexandre Moreira who did KFM Returns and then I did the math.

If I'm not mistaken, you did other remakes, right? Can you tell us about those games too?

btw, is KFM source code available?

amoreira wrote:

P.S.: It's always good to find fellow Brazilian MSX fans around.


Yep, and it is even better when they are both working with remakes.

Edited by Iamweasel on 12 January 2010 at 23:29


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amoreira
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Posted: 13 January 2010 at 16:47 | IP Logged Quote amoreira

Iamweasel wrote:

KFM Returns is one of the remakes I keep on my HD together with the ones from BrainGames to show to my friends here.


Oh, thank you very much!

Iamweasel wrote:

If I'm not mistaken, you did other remakes, right? Can you tell us about those games too?


Yes, I also did a remake for NES' Battle City, called "Battle Nation". The original game was very similar to MSX's Tank Battalion.

Iamweasel wrote:

btw, is KFM source code available?


Unfortunately not, since I never considered KFMR finished. I released the source code for Battle Nation, though. And, of course, I can search in my personal backups and release it for the interested people.
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Iamweasel
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Posted: 13 January 2010 at 17:24 | IP Logged Quote Iamweasel

amoreira wrote:

Iamweasel wrote:

If I'm not mistaken, you did other remakes, right? Can you tell us about those games too?


Yes, I also did a remake for NES' Battle City, called "Battle Nation". The original game was very similar to MSX's Tank Battalion.


Good to know, is it available somewhere?

amoreira wrote:

Iamweasel wrote:

btw, is KFM source code available?


Unfortunately not, since I never considered KFMR finished. I released the source code for Battle Nation, though. And, of course, I can search in my personal backups and release it for the interested people.


Well, I'm an interest person in both of them. How can I have access to them?

Just for curiosity, what was missing to finish KFMR?

Btw, after finishing Road Fighter, perhaps you would like to port F1 Spirit to Wii too? I recently finished the new end sequence of this game (it was still using the same graphics/style of the original msx end), of course there is some minor fixes in the graphics that I still want to do (by request of the other Braingames members), but it is already ready to be ported.

Edited by Iamweasel on 13 January 2010 at 18:28


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amoreira
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Posted: 17 January 2010 at 01:03 | IP Logged Quote amoreira

Hi again Mauricio.

Please send me a PM with your e-mail address, so I can send you back the source files and resources for KFMR.

I found them in old backups. The directory structure is so messed up that I cannot distinguish between "WIP" graphics and the versions that were released. It was such a long time ago since I last worked on those files. I used a "packmaker" tool at that time, in order to pack all resources into a single data file. And I just don't remember how to use it.

Therefore, I'll just send you the whole package in a 9MB 7zip file. And of course, in case of any doubts, you can contact me via e-mail.
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Darth Sidious
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Posted: 26 June 2010 at 23:18 | IP Logged Quote Darth Sidious

It's sure nice to play this game on the Wii...brings back old memories for playing this game on a tv. I also played the original via the BlueMSX Wii Emulator, same as F1-Spirit.

Wi'll F1-Spirit Remake make it as well to the Wii ??

Thnxsss for the work !



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amoreira
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Posted: 05 July 2010 at 23:12 | IP Logged Quote amoreira

Hi man, thanks for the feedback.

Regarding the port of other remakes by Brain Games, unfortunately the task is much more difficult than in Road Fighter, which was written entirely in SDL.

Both F-1 Spirit and The Goonies use OpenGL. I made several investigations and adaptations trying to make The Goonies work with gl2gx (the only OpengGL wrapper currently available for Wii homebrew development), but all attempts failed.

Due to those issues, sadly, I gave up on the port of The Goonies (F-1 Spirit would have the same issues). :(
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Jorito
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Posted: 05 July 2010 at 23:33 | IP Logged Quote Jorito

Hm, you could port the Maze of Galious remake tho, that one is completely in SDL as well.
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amoreira
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Posted: 06 July 2010 at 17:21 | IP Logged Quote amoreira

Hi, Jorito!

I didn't noticed that BrainGames' MoG remake is written completely in SDL. In that case, I'm gonna give it a try, for sure!

I never played the original MoG in the MSX, only some years later through an emulator, and it never really caught me up.

But the job that you guys did on the remake was superb. The mechanics seem very close to the original game, and the ability to change the tileset dynamically is also a nica addition.

And even though I never "got into" MoG's play style (it demands too much exploration and backtracking for my taste) it will certainly be a hit in the Wii Homebrew Community.

At least, it might be a great "appetizer" for all the Wii fans that are patiently waiting for La Mulana to be released on the WiiWare. ;)
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Jorito
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Posted: 08 July 2010 at 20:41 | IP Logged Quote Jorito

Ah, indeed, La Mulana! Never played that game on PC, the graphics put me off. Maybe they will release an updated PC version as well tho...
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