Thursday, November 15, 2018

Simpsons Trivia iOS Port

In the previous post, we introduced Simpsons Trivia: a simple quiz game for the Sega Master System. Here we outlined tasks to port original game to Android using MonoGame. Now we would like to port game to iOS.
Let's check it out!

Pre-Requisites
This post extends Candy Kid iOS port which assumes MonoGame and Apple certificates + profiles installed. Although Visual Studio now integrates iOS templates for development Mac is still required for deployment.

Setup
Download and install Visual Studio 2017. Install "Mobile development with .NET" for Xamarin development.
Launch Visual Studio 2017. Tools | Options | Xamarin. Configure Apple Accounts. Click "Pair to Mac". Click "Add Mac" in popup and enter Mac name or IP address. Enter login details to connect. Verify iOS Settings.
IMPORTANT
Ensure Username entered matches Current User on Mac e.g. "Steven Boland" and matching login password. If unable to connect using Mac name then ensure Xamarin SDK version compatible on Visual Studio for Mac.

Development
IOS Game Client
Visual Studio 2017: Create new project. New Project | Visual C# | MonoGame | MonoGame iOS Project.
 Key  Value
 Name  SimpsonsTrivia.IOS
 Location  C:\SVN\SimpsonsTrivia
 Solution name  SimpsonsTrivia.IOS
Download code sample here.

Checklist
Here is a checklist of tasks to complete in order to port game from Windows to iOS using MonoGame:
  • Configure project administration
  • Generate AppIconSet assets
  • Update Info plist config file
  • Update project references
  • Update nuget packages
  • Configure SVN Externals
  • Import Assets content
  • Update client files

Configure project administration
Sign in to your Apple developer account | Certificates, Identifiers & Profiles. Ensure certificates are valid. Identifiers | App IDs click "+" to create new bundle identifier. Create corresponding Provisioning Profiles.

On the Mac, launch Visual Studio for Mac. Visual Studio Community | Preferences... | Publishing | Apple Developer Accounts. Click "+" to sign in. View Details... and choose "Download All Profiles" in the popup.


Generate AppIconSet assets
Navigate to makeappicon. Upload generic icon image that represents game. Best results use 1536 x 1536 image. After processing, download generated ZIP file and extract. Expand ios folder | AppIcon.appiconset.

On the Mac, launch Visual Studio for Mac. Open SimpsonsTrivia.IOS.sln. Double click Info.plist file. Next to iPhone icons | Sources click "Migrate to Asset Catalog" This auto-generates AppIcon plus Assets.xcassets.

Double click Assets.xcassets to launch AppIcon. Click each icon + open each corresponding icon accordingly:
 Location  Version  Size  Ratio  Dimension  Filename
 iPhone Notification  iOS 7-12  20pt  2x  40 x 40  Icon-App-20x20@2x
 iPhone Notification  iOS 7-12  20pt  3x  60 x 60  Icon-App-20x20@3x
 iPhone Spotlight  iOS 5-12  29pt  2x  58 x 58  Icon-App-29x29@2x
 iPhone Spotlight  iOS 5-12  29pt 3x  87 x 87  Icon-App-29x29@3x
 iPhone Spotlight iOS 7-12 40pt 2x 80 x 80 Icon-App-40x40@2x
 iPhone Spotlight iOS 7-12 40pt 3x 120 x 120 Icon-App-40x40@3x
 iPhone App iOS 7-12 60pt 2x 120 x 120 Icon-App-60x60@2x
 iPhone App iOS 7-12 60pt 3x 180 x 180 Icon-App-60x60@3x
 iPad Notification iOS 7-12 20pt 1x 20 x 20 Icon-App-20x20@1x
 iPad Notification iOS 7-12 40pt 2x 40 x 40 Icon-App-40x40@1x
 iPad Settings iOS 5-12 29pt 1x 29 x 29 Icon-App-29x29@1x
 iPad Settings iOS 5-12 29pt 2x 58 x 58 Icon-App-29x29@2x
 iPad Spotlight iOS 7-12 40pt 1x 40 x 40 Icon-App-40x40@1x
 iPad Spotlight iOS 7-12 40pt 2x 80 x 80 Icon-App-40x40@2x
 iPad App iOS 7-12 76pt 1x 76 x 76 Icon-App-76x76@1x
 iPad App iOS 7-12 76pt 2x 152 x 152 Icon-App-76x76@2x
 iPad Pro App iOS 9-12 83.5pt 2x 167 x 167 Icon-App-83.5x83.5@2x
 App Store iOS 1024pt 1x 1024 x 1024 ItunesArtwork@2x
Finally, import the 3x iTunesArtwork.png files to the project as these will also be used in the Info.plist file.

Update Info plist config file
On the Mac, with SimpsonsTrivia.IOS still open. Double click Info.plist. Manually enter the relevant project information. Scroll down to iTunes Artwork and click placeholders for the iTunes artwork. Import both files:
 CFBundleName  Simpsons Trivia
 CFBundleDisplayName  Simpsons Trivia
 CFBundleIdentifier  com.steveproxna.simpsons
 CFBundleVersion 1.0.0
 CFBundleShortVersionString  1.0
 MinimumOSVersion  7.0
 UISupportedInterfaceOrientations  UIInterfaceOrientationLandscapeLeft
 UIStatusBarHidden  true
 UIRequiresFullScreen  true
 UIDeviceFamily  1, 2
 XSAppIconAssets  Assets.xcassets/AppIcon.appiconset
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
  <key>CFBundleName</key>
  <string>Simpsons Trivia</string>
  <key>CFBundleDisplayName</key>
  <string>Simpsons Trivia</string>
  <key>CFBundleIdentifier</key>
  <string>com.steveproxna.simpsons</string>
  <key>CFBundleVersion</key>
  <string>1.0.0</string>
  <key>CFBundleShortVersionString</key>
  <string>1.0</string>
  <key>MinimumOSVersion</key>
  <string>7.0</string>
  <key>UISupportedInterfaceOrientations</key>
  <array>
    <string>UIInterfaceOrientationLandscapeLeft</string>
  </array>
  <key>UIStatusBarHidden</key>
  <true/>
  <key>UIRequiresFullScreen</key>
  <true/>
  <key>UIDeviceFamily</key>
  <array>
    <integer>1</integer>
    <integer>2</integer>
  </array>
  <key>XSAppIconAssets</key>
  <string>Assets.xcassets/AppIcon.appiconset</string>
</dict>
</plist>
NOTE: if the AppIcon magically disappears then it is always possible to edit Info.plist file by hand.

Update project references
Add reference to System.Xml.Linq as required by the game engine for any Serialization of custom XML files.

Update nuget packages
It may be necessary to downgrade to MonoGame.Framework to 3.5.1.1679 in order to load Content from the Content parent folder and play sound effects. Right click References node | Manage NuGet Packages. Search for MonoGame.Framework. Also, install Portable Ninject package as Ninject is required as the IoC Container.

Configure SVN Externals
Follow instructions to setup SVN Externals and use shared Data content plus Common + Master source code.
DATA
 IOS  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.IOS\SimpsonsTrivia.IOS
 Action :  Right click "Content" folder
 URL  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA/SimpsonsTrivia.XNAContent/Data

CODE
 IOS  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.IOS
 Action :  Right click "SimpsonsTrivia.IOS" folder
 URL  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Common
 URL  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Master

Import Assets content
Manually import game content and set file properties. Refer to Candy Kid iOS port for more information:
 Folder  Type  XNB  Build Action  Copy to Output Directory
 Data  All  No  Content  Copy if newer
 Fonts  All  Yes  Content  Copy if newer
 Sound  Wav  Yes  Content  Copy if newer
 Sound  Mp3  No  Content  Do not copy
 Textures  All  No  BundleResource  Do not copy

Update client files
Finally, delete default Game1.cs code file. Delete Default.png and GameThumbnail.png images as these not required. Import iTunesArtwork@1x iTunesArtwork@2x iTunesArtwork@3x PNG [above] if not already done.

Refer to Candy Kid iOS port as reference to exit game code sample on iOS and to MediaPlayer workaround. Also, to prevent annoying landscape flipping during game play set display orientation to landscape left only:
//AnGame.cs
graphics = new GraphicsDeviceManager(this) {SupportedOrientations = DisplayOrientation.LandscapeLeft};

Deployment
Despite the fact that you are able to complete all game development on Windows PC using Visual Studio 2017, it may actually be easier to complete the iOS deployment on the Mac using Visual Studio for Mac.

Launch the Terminal, checkout the source code and open SimpsonsTrivia.IOS.sln in Visual Studio for Mac. Right click project | Options | Build | iOS Build. Ensure that all 3x supported architectures are selected:
Connect iOS device. In Visual Studio ensure device selected. Right click project | Archive for Publishing.
Click Sign and Distribute... Here, there are 3x iOS Distribution channels: Ad Hoc, App Store and Enterprise. Choose Ad Hoc to save to disk and test locally while App Store will upload IPA to the store available for sale.

The App Store deployment will prompt you to select signing identity and provisioning profile created earlier. Note: Enterprise is not valid here!


Ad Hoc
If you'd like to deploy test the IPA build to iOS device before uploading to App Store then follow these steps:
Choose Ad hoc [Save to disk]. Choose provisioning profile | Publish | Save IPA file | Reveal in Finder. Launch Xcode | Window | Devices and Simulators. Select connected iOS device. Click "+". Navigate + open IPA file.


App Store
Choose App Store [Save to disk and open Application Loader]. Previously, Application Loader simply required Apple developer account credentials to be entered. Now, Apple requires app specific password to be created:

Sign in Apple ID web site. In Security section under "APP-SPECIFIC PASSWORDS" click "Generate Password". In the popup window enter, for example "SimpsonsTrivia". Apple will generate an app specific password. Use information to sign in to Application Loader. Click "Deliver Your App" | Choose. Navigate to + upload IPA file.


Publication
Complete the App Store deployment to sign IPA binary ready for upload. In iTunes Connect click the "+" to create New App. Enter all relevant details. Create promotional images and upload to App Previews section:
 Device  Policy  Image  Video
 iPhone 6.5" Display  Optional  2688 x 1242  1920 x 886
 iPhone 5.5" Display  Mandatory  2208 x 1242  1920 x 1080
 iPad Pro (3rd Gen) 12.9" Display  Optional  2732 x 2048  1600 x 1200
 iPad Pro (2nd Gen) 12.9" Display  Mandatory  2732 x 2048  1200 x 900
NOTE: resizeimage.net is a great online tool to help resize the same generic image for different resolutions.

VIDEO
Produce a YouTube video to showcase the game. Use My Movie Maker to resize video to dimensions [above]:
Launch My Movie Maker. Open MP4 file. Choose "Save movie" drop down | Create custom setting. Enter the dimensions. For height > 1080px try Online Convert: e.g. Screen size to 1600 x 1200 and fame rate: 30fps.

REVIEW
Once published, if app is "Waiting in Review" for weeks then you have the option to expedite this process. Contact Apple and choose I would like to "request an expedited app review". Enter all information + Send.

Summary
That concludes the Simpsons Trivia port to iOS. These blog posts set the foundation for the next video game!

Saturday, September 15, 2018

Simpsons Trivia Android Port

In the previous post, we introduced Simpsons Trivia: a simple quiz game for the Sega Master System. Here we outlined tasks to port game to Windows using MonoGame. Now we would like to port game to Android.
Let's check it out!

Pre-Requisites
This post extends the Candy Kid Android port which assumes MonoGame, JDK + Android SDK are installed.

Setup
Download and install Visual Studio 2017. Install "Mobile development with .NET" for Xamarin development.

Launch Visual Studio 2017. Configure JDK and Android SDK. Tools | Options | Xamarin | Android Settings:
 Type  Location
 Java Development Kit Location  C:\Program Files\Java\jdk1.8.0_172
 Android SDK Location  C:\Program Files (x86)\Android\android-sdk
 Android NDK Location  C:\ProgramData\Microsoft\AndroidNDK\android-ndk-r11c

Development
AND Game Client
Visual Studio 2017: Create new project. New Project | Visual C# | MonoGame | MonoGame Android Project.
 Key  Value
 Name  SimpsonsTrivia.AND
 Location  C:\SVN\SimpsonsTrivia
 Solution name  SimpsonsTrivia.AND
Download code sample here.

Checklist
Here is a checklist of tasks to complete in order to port game from Windows to Android using MonoGame:
  • Configure project properties
  • Build Android Manifest file
  • Update project references
  • Update nuget packages
  • Configure SVN Externals
  • Import Assets content
  • Import Resources
  • Update client files

Configure project properties
As of August 1, 2018 Google Play requires new apps to target at least Android 8.0 (API level 26) to meet the minimum target API level requirement. Right click SimpsonsTrivia.AND project | Properties. Application tab. Ensure "Compile using Android version: (Target Framework)" is set to, at a minimum, Android 8.0 (Oreo).
If Android 8.0 (Oreo) not installed then launch Android Studio. Tools | SDK Manager. Download API level 26. Note the Android SDK location and copy "platforms" folder to C:\Program Files (x86)\Android\android-sdk.

Build Android Manifest file
Right click SimpsonsTrivia.AND project | Properties. Android Manifest tab. Click "No AndroidManifest.xml"
 Key  Value  Element  Attribute
 Application name  Simpsons Trivia  application  android:label
 Package name  com.steveproxna.simpsons  manifest  package
 Application icon  @drawable/Icon  application  android:icon
 Version number  1  manifest  android:versionCode
 Version name  1.0.0  manifest  android:versionName
 Minimum Android version  Android 8.0 (API Level 26 - Oreo)  uses-sdk  android:minSdkVersion
 Target Android version  Android 8.0 (API Level 26 - Oreo)  uses-sdk  android:targetSdkVersion
IMPORTANT
If there is an integer in the bundle identifier then Google will prepend an "x" e.g. 3dcity becomes "x3dcity"

Update project references
Changes to Android version (Target Framework) on the Application tab [above] will update Mono.Android.dll reference. Note, it may be necessary to change OpenTK-1.0 reference to OpenTK for compatibility reasons.

Update nuget packages
It may also be necessary to downgrade MonoGame.Framework to 3.4.0.459 in order to load Content from the Assets parent folder and play sound effects. Right click References node and Manage NuGet Packages. Change MonoGame version. Install Portable Ninject package too as Ninject is required as an IoC Container.

Configure SVN Externals
Follow instructions to setup SVN Externals and use shared Data content plus Common + Master source code:
DATA
 AND  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.AND\SimpsonsTrivia.AND\Assets
 Action :  Right click "Content" folder
 URL  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA/SimpsonsTrivia.XNAContent/Data

CODE
 AND  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.AND
 Action :  Right click "SimpsonsTrivia.AND" folder
 URL  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Common
 URL  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Master

Import Assets content
Manually import game content and set file properties. Refer to Candy Kid Android port for more information:
 Folder  Type  XNB  Build Action  Copy to Output Directory
 Data  All  No  AndroidAsset  Do not copy
 Fonts  All  Yes  AndroidAsset  Do not copy
 Sound  All  No  AndroidAsset  Do not copy
 Textures  All  No  AndroidAsset  Do not copy

Import Resources
Replace default Icon and Splash images located in Resources / Drawable folder with custom images:
 Icon.png 72x72
 Splash.png 800x480

Navigate to makeappicon. Upload generic icon image that represents game. Best results use 1536 x 1536 image. After processing, create the following sub folders beneath the Resources parent folder and import:
 Folder  Dimension    Folder  Dimension
 mipmap-hdpi  72 x 72    mipmap-xhdpi  96 x 96
 mipmap-ldpi  36 x 36    mipmap-xxhdpi  144 x 144
 mipmap-mdpi  48 x 48    mipmap-xxxhdpi  192 x 192

Delete default Strings.xml file as not needed here. Update the default Styles.xml file for fullscreen splash:
<?xml version="1.0" encoding="utf-8"?>
<resources>
 <style name="Theme.Splash" parent="@android:style/Theme.NoTitleBar.Fullscreen">
  <item name="android:windowBackground">@drawable/splash</item>
  <item name="android:windowFullscreen">true</item>
  <item name="android:windowNoTitle">true</item>
  <item name="android:windowIsFloating">false</item>
 </style>
</resources>

Update client files
Finally, delete default Game1.cs code file. Rename Activity1.cs to SplashActivity.cs + add the following code:
[Android.App.Activity(Label = "Simpsons Trivia"
  , MainLauncher = true, NoHistory = true, Icon = "@drawable/icon"
  , Theme = "@style/Theme.Splash", AlwaysRetainTaskState = true
  , ScreenOrientation = Android.Content.PM.ScreenOrientation.SensorLandscape)]
public class SplashActivity : Android.App.Activity
{
  protected override void OnCreate(Android.OS.Bundle bundle)
  {
    base.OnCreate(bundle);
    StartActivity(typeof(GameActivity));
  }
}

Next, add GameActivity.cs. Add the following code to take advantage of the new fullscreen Immersive mode:
using Android.Content.PM;
using Android.Views;
[Android.App.Activity(Label = "Simpsons Trivia"
  , NoHistory = true, Icon = "@drawable/icon"
  , Theme = "@style/Theme.Splash", AlwaysRetainTaskState = true
  , LaunchMode = Android.Content.PM.LaunchMode.SingleInstance
  , ScreenOrientation = ScreenOrientation.SensorLandscape
  , ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.Keyboard | ConfigChanges.KeyboardHidden | ConfigChanges.ScreenSize)]
public class GameActivity : Microsoft.Xna.Framework.AndroidGameActivity
{
  protected override void OnCreate(Android.OS.Bundle bundle)
  {
    base.OnCreate(bundle);
    var g = new WindowsGame.Common.AnGame();
    Android.Views.View view = (Android.Views.View)g.Services.GetService(typeof(Android.Views.View));
    if (Android.OS.Build.VERSION.SdkInt >= Android.OS.BuildVersionCodes.Kitkat)
    {
      view.SystemUiVisibility = (Android.Views.StatusBarVisibility)(
        SystemUiFlags.LayoutStable | SystemUiFlags.LayoutHideNavigation |
        SystemUiFlags.LayoutFullscreen | SystemUiFlags.HideNavigation |
        SystemUiFlags.Fullscreen | SystemUiFlags.ImmersiveSticky);
    }
    SetContentView(view);
    g.Run();
  }
}

Also, to prevent annoying landscape flipping during game play set display orientation to landscape left only:
//AnGame.cs
graphics = new GraphicsDeviceManager(this) {SupportedOrientations = DisplayOrientation.LandscapeLeft};

Update AndroidManifest.xml. Add "android.max_aspect" at 2:1 value to ensure immersive mode accordingly:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" 
 package="com.steveproxna.simpsons" 
 android:versionCode="1" 
 android:versionName="1.0.0" 
 android:installLocation="auto">
 <uses-sdk android:minSdkVersion="26" android:targetSdkVersion="26" />
 <application android:label="Simpsons Trivia" android:icon="@drawable/Icon">
  <meta-data android:name="android.max_aspect" android:value="2.1" />
 </application>
</manifest>

IMPORTANT
If 2x app icons appear on device then ensure there is one instance of MainLauncher=true only in an Activity!

Deployment
Despite the fact that you are able to complete all game development on Windows PC using Visual Studio 2017, it may actually be easier to complete Android deployment on the Mac using Visual Studio for Mac.

Launch the Terminal, checkout the source code and open SimpsonsTrivia.AND.sln in Visual Studio for Mac. Right click project | Options | Build | Android Build | Advanced. Ensure 3x Supported ABIs are checked:
Connect Android device. Launch Terminal and enter adb devices to ensure Android device is detected in the list of devices attached. In Visual Studio ensure device selected. Right click project | Archive for Publishing.
Click Sign and Distribute... There are 2x Android Distribution channels: Ad Hoc and Google Play. Choose Ad Hoc to save to disk and test locally while Google Play will upload to the Google Play store available for sale.

During Google Play deployment you may be prompted to create a new project in the "API access" tab linked to your Google Play Developer account in which you must create an OAuth client and enter the ID + Secret:
Sign in to your Google Developer account. Navigate to play.google.com/apps/publish | Settings | API access. Create OAuth client. View in Google Developers Console. Download JSON and extract the Client ID + Secret.

Publication
Complete the Google Play deployment to sign APK binary ready for upload. In Google Play Developer console Create Application. Enter all relevant details. Create promotional images and upload to Store listing section:
 Type  Dimensions  Description
 Hi-res icon  512 x 512  32-bit PNG (with alpha)
 Feature Graphic  1024 x 500  JPG or 24-bit PNG (no alpha)
 Promo Graphic  180 x 120  JPG or 24-bit PNG (no alpha)
 TV Banner  1280 x 720  JPG or 24-bit PNG (no alpha)
 Daydream 360 degree stereoscopic image  4096 x 4096  JPG or 24-bit PNG (no alpha)
NOTE: resizeimage.net is a great online tool to help resize the same generic image for different resolutions.

VIDEO
Produce a YouTube video to showcase the game: Launch Camtasia Studio. Disconnect webcam if connected. Choose Record screen. In popup | click Audio button. You should see the following message about No audio: No audio input sources were found, pls verify that your audio devices are installed and plugged in correctly.

Plug black cable from microphone into headphone jack. Shouldn't need to unplug speaker cable from audio jack. Click Audio drop down | Click Microphone Real Tech [visible] to enable. Now record screen as before.

COPPA
Ensure the game is COPPA compliant by completing the "Primarily Child-Detected" section under the Store Presence | Pricing & Distribution section otherwise the game could be unpublished from Google Play store.
Finally, upload signed APK binary from deployment completion to Google Play and rollout Production release!

Summary
That concludes the Simpsons Trivia port to Android. The next post will focus on Simpsons Trivia port to iOS.

Friday, August 31, 2018

Simpsons Trivia Windows Port

In the previous post, we introduced Simpsons Trivia: a simple quiz game for the Sega Master System. Here we outlined tasks to port game to XNA 4.0. Now we will port to MonoGame for Windows as a new baseline.

The motivation here assumes a point where it is difficult / impossible to install XNA 4.0 plus required Visual Studio 2010 pre-requisite onto Windows PC. Especially if / when Windows 7 is deprecated for Windows 10. [In fact, currently you may be prompted to install GFWL for Windows 10 compatibility.] Let's check it out!

Setup
Follow all instructions from this post to setup MonoGame, Visual Studio and, if necessary, Xamarin Studio.

Outline
Similar to previous post, write all game code in an external library to be consumed by multiple thin clients. Configure SVN Externals as previous post but library and test projects now driven from Windows solution!

WIN Game Server
Launch Visual Studio 2015. Create blank solution. Add the following 4x new C#/.NET projects to solution:
 Project  Type  Description
 SimpsonsTrivia.WIN  MonoGame 3.6 Windows  Entry point + game built content
 SimpsonsTrivia.WIN.Library  MonoGame 3.6 Windows  Generic game library for all clients
 SimpsonsTrivia.WIN.SystemTests  Windows Class Library  Uses for game library system tests
 SimpsonsTrivia.WIN.UnitTests  Windows Class Library  Uses for game library unit tests
Download code sample here.

Note: as there is not a corresponding XNA Library project template for MonoGame, create 2x MonoGame Windows projects but set the second project output type for SimpsonsTrivia.WIN.Library to Class Library:

Checklist
Here is a quick checklist of tasks to complete first including Delete the default C#/.NET file, Update project properties profile to use "Reach" and Rename the default namepsace to WindowsGame. Add the packages:

packages
  • log4net.2.0.8
  • Ninject.3.3.4
  • NUnit.3.2.1
  • RhinoMocks.3.6.1
SimpsonsTrivia.WIN
  • Add Data folder for all text file data
  • Add SimpsonsTrivia.WIN.Library ref
  • Update EXE binary output path
  • Replace all initial game icons
SimpsonsTrivia.WIN.Library
  • Add Common folder for all game code logic
  • Add Master folder for all game engine code
  • Add log4net reference
  • Add Ninject reference
SimpsonsTrivia.WIN.SystemTests
  • Remove DataSetExtensions reference
  • Add SimpsonsTrivia.WIN.Library ref
  • Add nunit framework reference
  • Add nunit GUI test runner
SimpsonsTrivia.WIN.UnitTests
  • Remove DataSetExtensions reference
  • Add SimpsonsTrivia.WIN.Library ref
  • Add nunit framework reference
  • Add Rhino Mocks reference
  • Add nunit GUI test runner

IMPORTANT
Create directory symbolic link using mklink to WIN Content folder to run system tests [and on build server]

Start | run | cmd
mklink /D C:\SimpsonsTrivia.WIN.Content 
C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WIN\SimpsonsTrivia.WIN\bin\x86\Debug\

// BaseSsytemTests.cs
protected const String CONTENT_ROOT = @"C:\SimpsonsTrivia.WIN.Content\";

Warnings
Manually edit system and unit test projects in Notepad and add following XML to mitigate MSIL warning:
<PropertyGroup>
  <ResolveAssemblyWarnOrErrorOnTargetArchitectureMismatch>None</ResolveAssemblyWarnOrErrorOnTargetArchitectureMismatch>
</PropertyGroup>

Re-install NuGet packages as necessary to mitigate against warning using a different target framework:
Tools | NuGet Package Manager | Package Manager Console. Type update-package -reinstall

Finally, action the following if conflicts found between different versions of the same dependent assemblies:
Open SimpsonsTrivia.WIN.csproj in Notepad++ Add XML following <OutputType>WinExe</OutputType>
  <OutputType>WinExe</OutputType>
  <AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>

NUnit
Don't forget to setup the *.nunit files to open with NUnit (x86) version by default. Right click SystemTests or UnitTests nunit file | Open With... | Add as "C:\Program Files (x86)\NUnit 2.5.7\bin\net-2.0\nunit-x86.exe"
 Key  Value
 Program:  "C:\Program Files (x86)\NUnit 2.5.7\bin\net-2.0\nunit-x86.exe"
 Arguments:  
 Friendly name:  NUnit (x86)


Audio
The original music used for Simpsons Trivia was in VGM format for title and game over and PSG format for the sound effects. Therefore, these must be converted to MP3 + WAV format respectively for Windows PC.

Music
Download Audio Overload application and extract. Launch aowin64.exe. Dag VGM file into application. Save clip as WAV file and click Play button. Play song to end. Once finished will save. Convert WAV to MP3 online.

Note: Audacity can also be used to convert WAV files to MP3. Open WAV file. Choose File | Export Audio and Save as MP3. However, it may be required to download Lame to complete export! Download Lame from here.

Sound
First write sample program to play PSG files in Sega Master System program. These will recorded manually:
#include "..\lib\SMSlib.h"
#include "..\lib\PSGlib.h"
#include "gfx.h"
#include "psg.h"

#define SFX_RIGHT_PSG sfx_right_psg
#define SFX_WRONG_PSG sfx_wrong_psg
#define SFX_CHEAT_PSG sfx_cheat_psg

void main (void)
{
 PSGSFXPlay( SFX_RIGHT_PSG, SFX_CHANNEL2 );
 SMS_displayOn();
 for (;;)
 {
  SMS_waitForVBlank();
  PSGSFXFrame();
 }
}
SMS_EMBED_SEGA_ROM_HEADER( 9999, 0 );
SMS_EMBED_SDSC_HEADER( 1, 2, 2018, 3, 27, "StevePro Studios", "Simpsons Trivia", "Simpsons Trivia game for the SMS Power! 2018 Competition" );

Setup computer as follows:
Unplug speaker cable from audio jack. Plug black cable from microphone into headphone jack. Launch Voice Recorder. Start recorder. Play Sega Master System program. Stop recorder. Save as, or convert to, WAV file.


Content
MonoGame Windows project templates add a "Content" folder as the default location for all Content. Right click the "Content" folder | Add New Folder. Simpsons Trivia uses the 4x following subfolders (listed below):

Data
Contains flat TXT + XML data files to be consumed by the game. Do not need to be built as XNB files!
Right click each data file | Properties | Build action: None | Copy to output directory: Copy if newer

Fonts
Font XNB files may need to be rebuilt for Windows using the MonoGame Pipeline; instructions below:
Right click each font file | Properties | Build action: Content | Copy to output directory: Copy if newer

Sound
Sound effect XNB files may need to be rebuilt for Windows using the MonoGame Pipeline; see below:
Right click sound effect | Properties | Build action: Content | Copy to output directory: Copy if newer

Song XNB files may also be rebuilt along with corresponding WMA files to be included in the project:
Right click music files | Properties | Build action: Content | Copy to output directory: Copy if newer

Textures
Here texture XNB files may need to be rebuilt for Windows using the MonoGame Pipeline; see below:
Right click sound effect | Properties | Build action: Content | Copy to output directory: Copy if newer


MonoGame Pipeline
The MonoGame Pipeline Tool is used to manage MonoGame content and generate corresponding XNB files. Follow this documentation on how to use the MonoGame Pipeline Tool. Create Simpsons Trivia WIN project:

Start | run | MonoGame Pipeline. File | New. File name: WindowsProject.mgcb | Save content pipeline file. Select top level "WindowsProject" node. In the Properties window choose Platform; in this case Windows. Import all content from original game such as Fonts, Sound [music + sound FX] and Textures [images]. Right click on top level node and choose Rebuild. The converted XNB files will be generated in bin folder.

MAC Game Server
In the previous post, it was assumed to use Cross Platform Desktop project template for MAC. However, this seems more Linux-based. Instead, on the Mac, launch Xamarin Studio. Create Xamarin Mac Classic project: Unfortunately, as this is an experimental build, it was not currently possible to integrate music and sound FX. Open Info.plist and choose minimum deployment target available. At this time the minimum version is 10.7.

Finally, set up SVN Externals manually similar to this post:
cd ~/SVN/SimpsonsTrivia/SimpsonsTrivia.MAC/SimpsonsTrivia.MAC/Content
svn propset svn:externals 'Data http://build/svn/SimpsonsTrivia/SimpsonsTrivia.WIN/SimpsonsTrivia.WIN/Content/Data' .

cd ~/SVN/SimpsonsTrivia/SimpsonsTrivia.MAC/SimpsonsTrivia.MAC
svn propset svn:externals 'Common http://build/svn/SimpsonsTrivia/SimpsonsTrivia.WIN/SimpsonsTrivia.WIN.Library/Common' .
svn propset svn:externals 'Master http://build/svn/SimpsonsTrivia/SimpsonsTrivia.WIN/SimpsonsTrivia.WIN.Library/Master' .

svn status
cd ~/SVN/SimpsonsTrivia/SimpsonsTrivia.MAC/SimpsonsTrivia.MAC
svn commit -m "Add SVN Externals"
svn update

WP7 Game Server
Previously, WinPhone7 [WP7] was used as a destination client intermediary between Windows PC and mobile device deployment + testing on Windows 7. However, WP7 projects may fail to build in Visual Studio 2010 as FilterItemsBySupportedCultures task failed unexpectedly.

If this error occurs then close Visual Studio 2010. Update the binding redirect in the devenv.exe.config file:
Edit devenv.exe.config found as here C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\
<runtime>
  <UseSmallInternalThreadStacks enabled="true"/>
  <dependentAssembly xmlns="urn:schemas-microsoft-com:asm.v1"><Tag ...
    <dependentAssembly>
      <assemblyIdentity name="Microsoft.Build.Framework" publicKeyToken="b03f5f7f11d50a3a" culture="neutral"/>
      <bindingRedirect oldVersion="12.0.0.0-14.0.0.0" newVersion="4.0.0.0"/>
    </dependentAssembly>
However, this may not be required with the upgrade of Windows 10 as WP7 may now not be compatible!


WP8 Game Server
The successor to WP7 is WP8. Therefore, it makes sense to look for an experimental client to replace WP7. While it's possible to get corresponding build, there may be Hyper V Manager issues on some Windows PCs: Follow instructions here but refer to 8.1 parent folder in C:\Program Files (x86)\Microsoft XDE\8.1\xde.exe. Start | run | Hyper V Manager lists WP8 emulators available to connect ignoring the Virtual Switch Manager.

Right click C:\ Program Files (x86)\Microsoft SDKs\Windows Phone\v8.1\Emulation\Images and disable file compression. Right click %USERPROFILE%\AppData\Local\Microsoft\XDE and disable file compression also.


Summary
To summarize, the transition from XNA 4.0 + Visual Studio 2010 + Windows 7 to MonoGame 3.6 + Visual Studio 2015 + Windows 10 was very smooth. Plus, was an opportunity for additional experimental builds.

This included, an exploration of WP7 to WP8 for mobile device deployment + testing from the Windows PC. Finally, in order to complete mobile device deployment, the next posts will include ports to Android + iOS!

Wednesday, July 4, 2018

Simpsons Trivia XNA Port

In 2015, Candy Kid was written in XNA as a simple maze chase video game and ported to Android and iOS mobile platforms using MonoGame. The game code was written in an external library and scaled out using SVN Externals.

Earlier in 2018, Simpsons Trivia was built for the Sega Master System. Now, we would like to employ similar techniques to re-write the game in XNA / MonoGame and scale out across multiple game clients accordingly. Let's check it out!

Outline
Create solution in Visual Studio and build the entire game using XNA. Write all game code in an external library to be consumed by multiple thin clients for all destination platforms. Add any experimental clients.
 Alias  Name  Development  Framework  Description  Source Code
 XNA  Windows Game  Visual Studio 2010  XNA 4.0  Game server  Download
 WP7  Windows Phone 7  Visual Studio 2010  XNA 4.0  Game client  Download
 WIN  Windows Project  Visual Studio 2015  MonoGame 3.6  Game client  Download
 AND  Android Project  Visual Studio 2017  MonoGame 3.4  Game client  Download
 IOS  iOS Project  Visual Studio 2017  MonoGame 3.5  Game client  Download
 WP8  Windows Phone 8  Visual Studio 2015  MonoGame 3.6  Game client  Experimental
 MAC  Cross Platform Desktop  Visual Studio 2017  MonoGame 3.6  Game client  Experimental
 UWP  Windows Universal Project  Visual Studio 2017  MonoGame 3.6  Game client  Experimental

IMPORTANT
Now that Microsoft integrates iOS templates into Visual Studio all clients can be developed on Windows PC. Mac computer is still required for iOS and Mac deployments, however.

Implementation
Create top level SimpsonsTrivia node in Subversion SVN. Add 1x sub-node for the XNA solution and multiple sub-nodes, one sub-node for each destination client such as WinPhone7 [WP7], Windows PC, Android + iOS.
 Alias  Path  URL
 XNA  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.XNA  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA 
 WP7  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WP7  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.WP7
 WIN  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WIN  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.WIN
 AND  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.AND  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.AND
 IOS  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.IOS  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.IOS
As Simpsons Trivia is small stand-alone game there will not be standard SVN branches / tags / trunk setup.

XNA Game Server
Launch Visual Studio 2010. Create blank solution. Add the following 4x new C#/.NET projects to solution:
 Project  Type  Description
 SimpsonsTrivia.XNA  XNA 4.0 Game  Entry point + game built content
 SimpsonsTrivia.XNA.Library  XNA 4.0 Game Library  Generic game library for all clients
 SimpsonsTrivia.XNA.SystemTests  Windows Class Library  Uses for game library system tests
 SimpsonsTrivia.XNA.UnitTests  Windows Class Library  Uses for game library unit tests

Checklist
Here is a quick checklist of tasks to complete first including Delete the default C#/.NET file, Update project properties profile to use "Reach" and Rename the default namepsace to WindowsGame. Add the packages:

packages
  • log4net.2.0.5
  • Ninject.3.2.2.0
  • NUnit.3.2.1
  • RhinoMocks.3.6.1
SimpsonsTrivia.XNA
  • Add Data folder for all text file data
  • Add SimpsonsTrivia.XNA.Library ref
  • Remove all unused XNA references
  • Replace all initial game icons
SimpsonsTrivia.XNA.Library
  • Add Common folder for all game code logic
  • Add Master folder for all game engine code
  • Remove all unused XNA references
  • Add XNA Input Touch reference
  • Add log4net reference
  • Add Ninject reference
SimpsonsTrivia.XNA.SystemTests
  • Remove DataSetExtensions reference
  • Add SimpsonsTrivia.XNA.Library ref
  • Add nunit framework reference
  • Add nunit GUI test runner
SimpsonsTrivia.XNA.UnitTests
  • Remove DataSetExtensions reference
  • Add SimpsonsTrivia.XNA.Library ref
  • Add nunit framework reference
  • Add Rhino Mocks reference
  • Add nunit GUI test runner

IMPORTANT
Create directory symbolic link using mklink to XNA Content folder to run system tests [and on build server]

Start | run | cmd
mklink /D C:\SimpsonsTrivia.XNA.Content 
C:\SVN\SimpsonsTrivia\SimpsonsTrivia.XNA\SimpsonsTrivia.XNA\SimpsonsTrivia.XNA\bin\x86\Debug\

// BaseSsytemTests.cs
protected const String CONTENT_ROOT = @"C:\SimpsonsTrivia.XNA.Content\";

Manually edit system and unit test projects in Notepad and add following XML to mitigate MSIL warning:
<PropertyGroup>
  <ResolveAssemblyWarnOrErrorOnTargetArchitectureMismatch>None</ResolveAssemblyWarnOrErrorOnTargetArchitectureMismatch>
</PropertyGroup>

ALL Game Clients
Refer to initial table and launch Visual Studio to create multiple thin client projects. SVN externals used to link XNA library to all destination platforms [below] such as WinPhone7 [WP7], Windows PC, Android + iOS.


SVN Externals
Employ SVN Externals to avoid copy + paste programming for Common and Master code and content Data.
At the start of a project, there won't be any SVN Externals setup by default. Verify from Command prompt:
 Alias   Folder 
 WP7  cd C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WP7\SimpsonsTrivia.WP7
 WIN  cd C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WIN\SimpsonsTrivia.WIN
 AND  cd C:\SVN\SimpsonsTrivia\SimpsonsTrivia.AND\SimpsonsTrivia.AND
 IOS  cd C:\SVN\SimpsonsTrivia\SimpsonsTrivia.IOS\SimpsonsTrivia.IOS
Start | run | cmd. Type svn propget -R svn:externals
empty


SimpsonsTrivia.XNA
Scale game built content including all text file Data as shared across multiple thin clients via SVN Externals:

DATA
 Path  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.XNA\SimpsonsTrivia.XNA\SimpsonsTrivia.XNAContent\Data
 URL  H://svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA/SimpsonsTrivia.XNAContent/Data
* H:// = http://build/

Launch Windows Explorer | Navigate to following [parent] folder:
 Alias   
 WP7  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WP7\SimpsonsTrivia.WP7
 Action :  Right click "SimpsonsTrivia.WP7Content" folder
 WIN  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WIN\SimpsonsTrivia.WIN
 Action :  Right click "Content" folder
 AND  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.AND\SimpsonsTrivia.AND\Assets
 Action :  Right click "Content" folder
 IOS  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.IOS\SimpsonsTrivia.IOS
 Action :  Right click "Content" folder

Tortoise SVN | Properties | New... | Externals
In popup window click New button:
 Local path:  Data
 URL:  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA/SimpsonsTrivia.XNAContent/Data
OK | OK | OK

Start | run | cmd. Type svn propget -R svn:externals
. - http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA/SimpsonsTrivia.XNAContent/Data

Windows Explorer | Navigate to [parent] folder as before. Tortoise SVN | Check for modifications | Commit
Finally, right click C:\SVN\SimpsonsTrivia | SVN Update. Data folder available to include in ALL clients.


SimpsonsTrivia.XNA.Library
Scale all Common game code and logic + Master engine code across multiple thin clients via SVN Externals:

COMMON
 Path  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.XNA\SimpsonsTrivia.XNA.Library\Common  Common game
 URL  H://svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Common  code and logic.
* H:// = http://build/

Launch Windows Explorer | Navigate to following [parent] folder:
 Alias   
 WP7  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WP7\SimpsonsTrivia.WP7
 Action :  Right click "SimpsonsTrivia.WP7" folder
 WIN  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WIN
 Action :  Right click "SimpsonsTrivia.WIN" folder
 AND  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.AND
 Action :  Right click "SimpsonsTrivia.AND" folder
 IOS  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.IOS
 Action :  Right click "SimpsonsTrivia.IOS" folder

Tortoise SVN | Properties | New... | Externals
In popup window click New button:
 Local path:  Common
 URL:  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Common
OK | OK | OK

Start | run | cmd. Type svn propget -R svn:externals
. - http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Common Common

Windows Explorer | Navigate to [parent] folder as before. Tortoise SVN | Check for modifications | Commit
Finally, right click C:\SVN\SimpsonsTrivia | SVN Update. Common folder available to include in ALL clients.


MASTER
 Path  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.XNA\SimpsonsTrivia.XNA.Library\Master  Master game
 URL  H://svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Master  engine code.
* H:// = http://build/

Launch Windows Explorer | Navigate to following [parent] folder:
 Alias   
 WP7  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WP7\SimpsonsTrivia.WP7
 Action :  Right click "SimpsonsTrivia.WP7" folder
 WIN  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.WIN
 Action :  Right click "SimpsonsTrivia.WIN" folder
 AND  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.AND
 Action :  Right click "SimpsonsTrivia.AND" folder
 IOS  Folder :  C:\SVN\SimpsonsTrivia\SimpsonsTrivia.IOS
 Action :  Right click "SimpsonsTrivia.IOS" folder

Tortoise SVN | Properties | New... | Externals
In popup window click New button:
 Local path:  Master
 URL:  http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Master
OK | OK | OK

Start | run | cmd. Type svn propget -R svn:externals
. - http://build/svn/SimpsonsTrivia/SimpsonsTrivia.XNA/SimpsonsTrivia.XNA.Library/Master Master

Windows Explorer | Navigate to [parent] folder as before. Tortoise SVN | Check for modifications | Commit
Finally, right click C:\SVN\SimpsonsTrivia | SVN Update. Master folder available to include in ALL clients.


Summary
To summarize, there will most likely become a point where it is difficult / impossible to install XNA 4.0 plus required Visual Studio 2010 pre-requisite onto Windows PC. Especially if / when Windows 7 is deprecated.

Therefore, it seems sensible to upgrade to Windows 10 : transfer these skills to integrate MonoGame 3.6 on Visual Studio 2015 as new baseline. After this, Android and iOS ports can resume using Visual Studio 2017.

Consequently, the next posts will document just that; starting with Windows port then to Android and iOS J

Friday, May 25, 2018

Simpsons Trivia Code Complete

I am a big fan of The Simpsons; particularly the early seasons of the show. The Simpsons appeared in comic books, film, music and video games. However, The Simpsons had not appeared on the Sega Master System!
Enter Simpsons Trivia Quiz.

Inspired from previous posts on Sega Console Programming and devkitSMS Programming Setup, Simpsons Trivia is my third 8-bit video game written in C / Z80 assembler to target the Sega Master System (SMS). Let's check it out!

Note: my two previous titles published for the Sega Master System were 3D City and Candy Kid Demo.
Download source code here.

Sega Retro Gaming post documents how to play video games like Simpsons Trivia using a Fusion emulator.
devkitSMS Programming Setup post documents development environment required to build C / Z80 source.
Instructions
Simple: move joystick Up and Down to select a multi-choice answer: A, B, C, D.
Press Button1 to select an answer or progress forward through any prompts.
Note: Press Button2 to always go back. Joystick Left and Right are not used.

ROM Hacking
You can hack this ROM! Download + dump SimpsonsTrivia.sms into Hex Editor, e.g. HxD, and modify bytes:
 ADDRESS  VARIABLE  DESCRIPTION
 0x004F  Debug  Used in development => debugging.
 0x0050  Cheat  Non-zero value will show answers.
 0x0051  Random  Ask random questions during quiz.
 0x0052  Music  0=music play otherwise off.
 0x0053  Sound  0=sound on otherwise off.
 0x0054  Extra  Set visibility on all extra info.
#ifndef _HACK_MANAGER_H_
#define _HACK_MANAGER_H_

#define PEEK(addr)   (*(unsigned char *)(addr))
#define POKE(addr, data) (*(unsigned char *)(addr) = (data))

#define HACKER_START  0x0050

extern unsigned char hacker_debug, hacker_cheat, hacker_random;
extern unsigned char hacker_music, hacker_sound, hacker_extra;

void engine_hack_manager_init()
{
  hacker_debug = PEEK( HACKER_START - 1 );  // 0x004F
  hacker_cheat = PEEK( HACKER_START + 0 );  // 0x0050
  hacker_random= PEEK( HACKER_START + 1 );  // 0x0051
  hacker_music = PEEK( HACKER_START + 2 );  // 0x0052
  hacker_sound = PEEK( HACKER_START + 3 );  // 0x0053
  hacker_extra = PEEK( HACKER_START + 4 );  // 0x0054
}
#endif//_HACK_MANAGER_H_
Cheat
Some of the questions may be tough so you can cheat if necessary! Either hack the ROM as above to show the answers or alternatively press Button2 five times on the Title screen when prompted to "Press Start".

Credits
StevePro Studios would like to thank the following, esp. at SMS Power, for making this project possible:
 sverx  devkitSMS  Sega Master System development kit + libraries
 Maxim  BMP2Tile  Converts BMP images into 8x8 SMS tile data
 vhelin  WLA-DX  Z80 multi platform cross Assembler package
 Martin  SMS Examine  Z80 disassembler recompilable by WLA-DX
 Calindro  Emulicious  SMS emulator (excellent debugging features)
 Bock  Meka  SMS emulator (excellent debugging features)
 Steve Snake  Fusion  SMS emulator used for general play testing
Note: music used from Bart vs. the Space Mutants + Flicky and sound FX from Baluba Balok + Super Uwol! Reference to original Simpsons Trivia questions can be found here.

Homebrew
The Homebrew community at SMS Power celebrates Sega 8-bit preservation and fanaticism each year with its annual competitions. Therefore, this is always an opportunity to participate by entering these games!

However, during the past 3 years, I haven't seen as much interest in SMS Homebrew games than in 2018:
 Atari Age  SMS Power! Coding competition 2018
 Indie Retro News  SMS Power! Competition 2018
 Vlog retrogaming  6 nouveaux jeux Master System grâce au SMS Power 2018 !!
 Marianne Vote *aka Révo*  Présentation SMS Power Competition #21 2018 SEGA Master System
 ROMhacking.Ru  ????? SMS Power! Competition 2018
Here are some cool Simpsons Trivia links from PD ROMS, DC EMU UK, idpixel.ru + Tsar Evgeniy [YouTube]

Popularity
Arguably, recent interest for Sega Master System games has grown in popularity could be due to the high quality work of Indie game developer eruiz00 with titles Astro Force, Silver Valley and Galactic Revenge.

Not only do these awesome games keep the console alive but the fact that the community shares source code and assets; this certainly does help other developers improve their skills + contribute more games!

Summary
To summarize, the 2018 coding competition featured the fewest entries [6] compared to 2017 [8] and 2016 [16]. However, for each entry in 2018, there seemed to be more accompanying box art and/or instructions.

In fact, some Homebrew productions come complete with box art, case, cover and physical ROM cartridge e.g. Duke Nukem. Again, community members helping transform this fun past time into a serious hobby!

Retrospective
In 2013, an initial ambitious goal was to build a retro game in pure Z80 assembler to target the Sega Master System. During the past 5 years, it seemed more feasible to code in C using either the z88dk or devkitSMS.

However, the 2018 competition entry Astroswab by hang-on was written in pure Z80 assembler. By sharing the source code, this project has given some solid ideas on how it could be possible to achieve this goal J