Monaco GP For VMU [Homebrew]

Marble_Granite
rebel
Posts: 15

Monaco GP For VMU [Homebrew]

Post by Marble_Granite »

Hello, Everyone! I have a VMU Port of Monaco G.P., the awesome 1979 Arcade Game, that I'd like to share with all of you.


MonacoGP.VMI
MonacoGP.VMS


I'd very much like to thank all of the following:
  • Walter Tetzner, For The WaterBear Compiler And Its .VMI Generation Tool
  • Kresna Susila, For LibPerspective (Please note that its Code was edited slightly for this, changing a few JMPs and CALLs to JMPFs and CALLFs to circument some Build Errors in the Monaco GP Code)
  • Falco Girgis, For ElysianVMU And The Ultimate VMU Resource Page On DC-Emulation
  • Dmitry Grinberg, For The VMU Documentation Page
  • Marcus Comstedt, For The VMU Resources Page And For Tetris.ASM (And It's "Random" Function)
  • Sebastian Mihai, For RainingSquares.ASM
  • Speud, For Dream Explorer
  • Tyro, For The Chao Editor 2 .VMI
  • Trent, For More VMU Resources
  • RetroOnyx, For The Coder's Cable
  • Ian Michael, For Many Dreamcast Coding Resources
  • BruceLeeto And NeoGeoFreak2004, For Reaching Out With Coding Questions
  • Black Squirrel And Akane On Sega Retro, For The Scan Of "Sega Ages Memorial Selection Vol. 2" And Its Monaco GP Logo On The Cover
  • Ben Geeves, For the Excellent Monaco GP Remake On Windows
  • All Original Monaco GP Staff And Players
  • And Many More That I'm Forgetting!
Controls:
  • Directional Buttons: Steer Left + Right
  • A Button: Switch Between Low & High Gear
  • B Button: Accelerate
I'm still working on this, and Hope to have a new and improved version out before too long with new features, more challenge, and faster gameplay speed, as well as improvements from any feedback that players will have. To read the boring story of why, check out this spoiler tag!

show spoiler»

95% of the Code for this was done in 2022, and the initial release went up on October 14th to celebrate 23 years of the DC's release in Europe (and in Monaco :mrgreen: ?!). I wanted to fix lots of bugs and add some features though, so it stayed on GitHub for a while. I was never able to fix quite everything though, and set more deadlines (End of 2023, Leap Day of this Year A.D. 2024, Etc.), with today as the final one. I decided that even if it didn't boot, I'd share what I have so that people can try it out and maybe learn from the code to make their own Homebrew Games! So, here it is. Lots of things need to be refactored, such as the Stage Transitions that do a Slideshow of LibPerspective BackGrounds, which runs smoothly thanks to Kresna's awesome Code Library, but take up a lot of Space in the Compiled ROM; I'm planning to feed these in chunk-by-chunk, kind of like the Digits in the H.U.D. There are some noticeably incomplete features, such as the "Bridge" Section where the Cars Float above the Water instead of lining up like in the Original Game, and the Ambulance lacking any collision. I've uploaded a Build with said Collision as well as a Warning ! Icon showing where it will pop out from, but beware that this Build Freezes far more often, especially when the Ambulance is Called. I looked closely at those Lines of Code, thinking that maybe something got locked in an "Infinite While Loop" or something like that, but couldn't see anything wrong there. This also prompted today's release; rather than letting it gather more dust while looking for a fix, I'll push it out later with the planned new features. While debugging and testing, I noticed that the Game runs a decent bit faster (in ElysianVMU and on the VMU at least, but curiously not in Dream Explorer's VMU Emulator, perhaps due to a fixed Clock Speed there or something similar.) when the "Icy/Ambulance" Warnings are in the Top H.U.D. Banner, because Drawing the Digits of the Score takes up a lot of Clock Cycles. So, I'm planning to Refactor the Score Display to possibly show one of ten "Lights" in a row, representing the "Tens Digit" in a sense, and then displaying text on the banner like "100 Points!," "200 Points!," Etc. when those thresholds are reached. This way, more of the VMU's Potato Chip C.P.U. can be dedicated to the speed of the title, and maybe even more cars on-screen, because weaving in between them at a breakneck pace is a huge part of the fun of the Original Arcade + SG-1000 Versions. Maybe the Digits can stay as a "Framerate-Halving Menu Option" like the Broadcast View in F-1 Live Information on the Saturn, though! :P Other features I'd like to add include the Tunnel + Headlights, a Game Over Screen, the "Congratulations, you maxed out the Score!" Screen from the SG-1000 Version, Sound via jvsTSX's awesome ADVM Code, and Hopefully someday High Score Saving (I need to figure out the STF/LDF Functions first.).
[/spoiler]

If the Game Freezes, you'll need to take the Batteries out of your VMU and put them back in to regain functionality. I haven't noticed any damage to any VMU Save Files from these freezes; might want to play on a wiped VMU just in case though (Sorry!). In Dream Explorer's VMU Emu, hitting the Y Button to perform the "Mode Button Function" will take you out of the Frozen Game. In ElysianVMU, you can Close or Restart the Game From the GUI Menu if it Freezes. I'll be working on fixing that and adding in more features for you to enjoy in the coming months. In the meantime though, I Hope that you'll enjoy this Homebrew Game as a nice little time waster; if you have any questions on the Code, please do reach out and I'll be happy to explain anything I can! Most of all, thanks for checking this out! :)

https://github.com/Candle-Electric/Monaco_GP

Axel85
lithium
Posts: 48

Re: Monaco GP For VMU [Homebrew]

Post by Axel85 »

I tested it on emulator, it's very good ... Keep going , you're doing great

User avatar
Falco Girgis
Developer
Posts: 145

Re: Monaco GP For VMU [Homebrew]

Post by Falco Girgis »

Whooo!!!! Ian Michael just told me about the release! Looks like I had even starred and followed its repository too from awhile back!

...Unfortunately I'm at work right now and can't actually play it, but I will check it out as soon as I get home. Just wanted to say congratulations, and it looks awesome!!! :mrgreen:

Marble_Granite
rebel
Posts: 15

Re: Monaco GP For VMU [Homebrew]

Post by Marble_Granite »

Thank you both so much for your kind words!


Marble_Granite
rebel
Posts: 15

Re: Monaco GP For VMU [Homebrew]

Post by Marble_Granite »

Thanks, Ian! I Always Look Forward to your Releases, so i'm thrilled to hear that you enjoyed it!

gamesreup
Graffiti Grind
Posts: 324
Contact:

Re: Monaco GP For VMU [Homebrew]

Post by gamesreup »

Took a look and I have to say, awesome! Great port of a true classic on to the VMU! Keep up the awesome work my friend!

https://youtu.be/oOHLP9AFAb0

User avatar
Falco Girgis
Developer
Posts: 145

Re: Monaco GP For VMU [Homebrew]

Post by Falco Girgis »

Heya, Marble_Granite, I just wanted to let you know that the DCJY has covered this release: https://www.thedreamcastjunkyard.co.uk/ ... ill-3.html.

...and also, I just realized I never gave you any feedback. I'm so sorry. Been incredibly busy lately helping with the upcoming KallistiOS release and the new job. All of my free development time has been geared towards the DC and away from the VMU, but I'm about to have more free time after the KOS release to dedicate to continuing work on EVMU2 (it was so close to being ready) with new features like VM2 support.

Anyway, I just wanted to say that you did a DAMN fine job. This is easily one of my new favorite VMU ROMs for a variety of reasons... It's technologically extremely advanced and does a lot of things that I find impressive with the VMU. It's also impressive as hell from a faithfulness perspective, because it's so true to the original despite being on such a fundamentally different platform with so many more limitations.... and finally, it's just damn fun!

I just wanted to personally thank you again for your hard work and everything you've done in general for the VMU scene, including your incredible VMU tutorials, which I think are the best beginner resources anyone could've ever asked for. To me, you're a rockstar of our little VMU subscene. Keep it up, my friend! :mrgreen:

Fuseki
shadow
Posts: 10

Re: Monaco GP For VMU [Homebrew]

Post by Fuseki »

Heh cool. I used to own the cockpit cabinet of this arcade game some years ago. Big, loud, and ugly, but fun game... when it worked.

Marble_Granite
rebel
Posts: 15

Re: Monaco GP For VMU [Homebrew]

Post by Marble_Granite »

gamesreup wrote: Wed May 15, 2024 4:24 pm Took a look and I have to say, awesome! Great port of a true classic on to the VMU! Keep up the awesome work my friend!
Thank you so much for your kind words and the awesome video, my friend! Your channel is excellent and I love watching your videos, and I'm so happy to hear you enjoyed the VMU Game! I'll have to fire up a YouTube Account to reply to all the nice Comments on there, too!
Falco Girgis wrote: Mon Jul 01, 2024 2:59 pm Heya, Marble_Granite! :mrgreen:
Nothing at all to apologize for, and thank you so much! This project certainly wouldn't exist let alone get off the ground without all of your contributions. Glad to hear everything's going well with the new Job, and the improvements to KOS lately have been so cool! Thanks for linking that sweet DCJY Article too, there's so much amazing stuff in there. It's really something special to see all the hard work this community is putting in!
Fuseki wrote: Tue Jul 02, 2024 12:20 am Heh cool. I used to own the cockpit cabinet of this arcade game some years ago. Big, loud, and ugly, but fun game... when it worked.
Now that is cool! Must have been quite the piece to have; it really is such a fun title, such a Quick Blast of Fun yet one that can last for hours trying to top that High Score. I'm not surprised that it was a finicky machine, with all of those Discrete Logic Chips. That Architecture is really something, and makes Ben's MGPR Windows Port even more impressive with that in mind!

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