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Thread: Capcom Play System 1 simulation progect (Stratos or another name as an example game)

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    Capcom Play System 1 simulation progect (Stratos or another name as an example game)

    I recently tried to continue an ambitious project.

    It is a cocktail of various kinds of arcade games (especially Wonder boy III and Street Fighter II) oriented only from left to right in order to make it well playable.

    I am trying to simulate a Capcom Play 1 system, in fact as background music I added the most beautiful techno-house songs from the period of its vigor (1988-1992), which I think is the most suitable kind of sound; the frame transitions typical of Capcom games, the graphic genre, etc.
    Meanwhile, I tried to accumulate all the features of a 90's coin-op (credit mode, service mode with options, possibility to continue the game both in coin mode and in free play mode, region setting: Japan, USA and Europe...)

    https://en.wikipedia.org/wiki/CP_System

    Obviously, when the project is completed (in at least a couple of years!), the sprites will all be modified, the ones I ripped from other arcade games, are temporary, to accommodate.

    The character models will be more or less like this, always maintaining the graphic criterion of the Capcom Play 1 (I'm not good at drawing):

    stratos_sprites_model.jpg

    Also the sprites of the presentation I will change (I intend to clone Super Street Fighter II intro, but with the addition of the legs, which from the bottom goes upwards!)

    Note: respecting the authors of the tutorials I inserted in the code, I put the names of these in the classic "credits screen" (when the match is complete):

    For example, the second final boss (Dragon Cactus) is the centipede tutorial by Sebastian Janisz; insert name in the records ranking is the tutorial by Chris Burrows, the method to quantize and adapt the graphics is by Aloan Moreira, etc... etc ...


    Still the progress of game development is just a "draft". I will still have a lot of work to make it an arcade perfect.

    The example here

  2. #2
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    Good to know Dariuss!
    Good to see someone who values the golden age of arcades!
    http://aloan.site90.com/retrofun.html

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    @ Aloan

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    I added some updates:

    Fixed some bugs in the texts "insert coin and press start p1 and p2" to make it technically a bit better.
    Adding a small final scene in the credits screen, to enrich the arcade story a little.

    The PC key map is almost the same as the Mame (player 2: D= left, G = right, R = up, F = down; buttons 1,2,3,4 are: A, S, Q, W). All this to adapt it to eventual
    arcade CRT jamma cabinets, with the PC connected via a svga-jamma converter, jpac.jpg when everything is complete!

    Note: I knew that maybe in the Raspberry PI 4 we can install Windows, so we can also run our games in automatic execution, and customize the boxes to cover them !

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    For those few who are interested in my project, I created a nice example to show that I should continue it from left to right oriented, otherwise it would be too cumbersome in fighting mode when the work will be completed.
    Notes: punches and kicks are in autofire mode because I still have to find the method of action only once when the event repeats (there is confusion between the charge of special actions and individual kicks and punches).
    Sometimes the fire starts from action point of the feet due to problems of event improvement!

    Example here!

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    Partial update: I inserted a new final boss to maintain the theme of stage 4 (storm world). To accommodate, I temporarily used Tazmania Warner Bros sprites!

    The link is the same in the introduction of the thread.

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    Partial update.

    For the Capcom Play System 1 simulation: to make the embedded font, the calendar one in service mode, I replaced calendar clickteam object at the top right of the service mode frame with an autonomous calendar, independent of the system, created with alterable values and counters. Since the CPS1 came out in 1987 and the third last leap year of the millennium was 88, I set to default in 1989 the alterable value associated with the years counter, so that it is better to verify it. I did several tests and it seems that I did the calculation of leap years right. But I don't know how to save time and date in an array or ini file.

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    cadillacs and dinosaurs, yay! luv those old capcom sprites. nice one.

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    Hi SHINBAXTER. Thanks. I am using Cadillacs and Dinosaurs sprites to accommodate, because they are better suited to the kind of game I am trying to make. When the project is completed (I hope so, because there is still a lot of hard work to do) I will customize those ones. However I have shared it in open source in order to be helped, but it's difficult to find who will get there, I know that I'll do it by myself!

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