Open chuchuw opened 5 years ago
I developed a modern remake of Jump 'n Bump that is 8 players and runs on Win, Mac, and Linux https://domarius-games.itch.io/jump-n-bump-remastered/ Thank you to chuwchu for bringing this bounty to my attention.
While I may not be able to contribute to the libretro port directly, I'm happy to make myself available for any input or any code & assets from my re-make. Mine was a total re-write using Godot, none of the original source code was used.
The only de-naturing I was guilty of was adjusting the default gameplay window from 320x400 to a more standard 320x240, which is an SD resolution and the pixels look the right size on a CRT monitor, when I run it on my arcade cabinet. This unfortunately made it incompatible with the fan made levels of the original. But if there was enough interest, I might make another version that runs at 320x400. (Oh and I left out the flies and the cheats! :scream: just a cost / benefit decision for my development time)
The only thing I would add to the above is to support 2 player gamepad sharing. A lot of people havn't splashed out for 4 gamepads and usually have 1 or 2 plus the keyboard. Jump 'n Bump has super simple controls, and can easily be played with 2 people on 1 gamepad.
Thank you for your message too :)
That's good that this game still got some love in 2019. I think that it's kind of the parent of games like Samurai gunn, Towerfall ascension (great games too).
The idea of splitted gamepads is interesting indeed, but i'm not sure how to deal with it inside retroarch, as it is already managing controls in a nice way. Why not as a jumpnbump core option disabled by default.
For the fan made levels, it would be sad to loose support for them... It's like forgetting history 😆
I think if this bounty never gets enough attention for being developed, i'll do it myself, when i get some time. ^^
Ok you guilt tripped me into it :) After I release "HopSquash!" I'll adjust Jump 'n Bump remastered to play the original 320x400 resolution (squashed into a 4:3 window of course, the way it would be displayed on the original monitors of the day. And I'll make a setting to enable my adjusted resolution, not on by default. It actually should be pretty easy and I don't know why I didn't do this anyway.
Unfortunately you have to manually convert the fan made levels over using GIMP because there is no internal support for PCX files in Godot (not surprisingly) and coding up direct support for it would be a lot of work. (Something for the libretro port?) But I manually converted a few fan made ones myself, and will do a few more and upload them with it. I'll also make a page on how to convert them.
No promises (as the game loop structure is no where ready to be adapted to libretro). But I'm working on this. If I need help for testing on different platform I'll let you know here.
I'll publish my code when in a decent shape
Great ! Thank you.
first rendering (need to map inputs now)
jumpnbump_x64.zip
here is a linux x64 alpha build
launch with retroarch -L jumpnbump_libretro.so jumpbump.dat
working on sound and end game
Tested it and it works great.
finished (no options/cheats yet) https://github.com/loki666/jumpnbump-libretro/releases/tag/v0.1
Thanks. I'll try to compile and test it as soon as possible.
repo moved to libretro org https://github.com/libretro/jumpnbump-libretro core added to Lakka, don't know what else to do to includes it in retroarch builds
Reviewed and tested, everything looks fine ! Please take the money. :)
I think if you close this issue, it should allow @loki666 to claim it in bountysource and start the payout procedure.
thanks, but, fame, women and power is plenty enough for me. Enjoy Jump n Bump
I appreciate. I'm just a bit stuck with bountysource, I can't cancel the bounty, and not sure where it is going. I'd rather give it to you than to them... 🤷♂️
I believe in the past they have allowed us to drop it back to the general libretro org fund and we can apply it to other bounties. Is there something else you'd like to bump up?
I don't see a specific bounty that interests me, so I'm ok to give it to the libretro org fund.
Create a port of the game Jump'n Bump as a libretro core.
~Bountysource link~ Bountysource link
Compatible at least with RetroArch 1.7.6 on Linux 64bits
Respect licensing of the base code used.
This may be one of the first released version code : jumpnbump_1.60.
Several ports were made, maybe some of them can be interesting to check out.
a repo was created once by felinben, maybe some of the work was started here
Manage levels like core content (aka roms)
The default level must be easily available... bundled ? launched if no level is given to the core ?
The original format for the levels is .dat (with tools for packing and unpacking), but a folder or an archive is ok (maybe an archive is even better so the levels are easily customizable). Note : Some cool custom levels can be found in a debian package.
4 Controllers managed in the libretro way :
A = jump, Left Joystick and D-Pad moves the player
Player one start button ends the level, or restarts the level when on the score board
There are many ports of the game, but some denatured the original game. Please try to respect the "old-school" feeling as in the original :
same fonts, names, sprites, effects, physics, musics, sounds
same forest intro level, score board ending, score counter on the right
Nice to have / totally optional :
The original game has cheats, available by typing some words on the keyboard (jetpack, lordoftheflies, bunniesinspace, bloodisthickerthanwater, pogostick). Replace this with the activation of cheats via libretro cheats feature.
Gamepad rumble support
small rumble when the player kills someone
big rumble when the player gets killed
Netplay support, or at least prepare the code for a next later step
Compatible with Lakka, Windows, Wii, Switch, any other...