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PCE-FX Homebrew Development => Localizations, Games, Apps, Docs => Topic started by: tonma on 01/24/2016, 05:17 AM

Title: Videos of development test
Post by: tonma on 01/24/2016, 05:17 AM
Hi, I've just begun my journey in full asm development.

A Platform game and a vertical scrolling game. One with PyschoFox assets and the vertical with Banshee CD32 and ansimuz ship.

http://youtu.be/Ky7fHuG37pc
http://youtu.be/5xWYfWPLvTw

Some slowdown only on the video.
Title: Re: Videos of development test
Post by: elmer on 01/24/2016, 11:26 AM
Congratulations, they're both looking great so far!  :D

It was a good choice (IMHO) to start with someone else's game assets ... you get the benefit of the whole thing looking nice as you start building up your PCE codebase, and it forces you to get some practical experience in handling sprite and map updates.

I remember that you were asking about HuC earlier ... have you decided to ditch that and just write the whole thing in assembly language instead?
Title: Re: Videos of development test
Post by: tonma on 01/24/2016, 12:22 PM
Thanks  :D

Yes, I leave the HuC alone. Many people told me it's really slow. So why not begin directly with full assembly.

But I code slower than C because I learn at the same time. And because lot of examples / Tools are in C.
Title: Re: Videos of development test
Post by: incrediblehark on 01/24/2016, 01:22 PM
Just wanted to say to keep up the good work! Its nice to see more people getting into pce development, and I look forward to seeing your future projects! :)
Title: Re: Videos of development test
Post by: Psycho Punch on 01/24/2016, 01:22 PM
You could always program non-critical parts of the game in C and inject handmade assembly in the parts you want to go fast.

I just don't do that because I have little idea on how HuC works and I'm too lazy to try to learn it. :P
Title: Re: Videos of development test
Post by: ParanoiaDragon on 01/25/2016, 02:35 AM
Very cool, keep it up!  Question, I'm slightly familiar with Banshee on the CD32.  Did you have to make any modifications to the graphics you used, such as reducing the color count?
Title: Re: Videos of development test
Post by: tonma on 01/25/2016, 03:45 AM
For my background, I only use a palette of 16 colors. Because I don't try yet several palettes at the same time.

I'm sure for the AGA or CD32 version, there are at least 32 colors with several different palettes.
Title: Re: Videos of development test
Post by: esteban on 01/25/2016, 04:13 AM
Fantastique!
Title: Re: Videos of development test
Post by: TurboXray on 01/25/2016, 11:12 AM
Nice! Also, welcome to the darkside of assembly ;)
Title: Re: Videos of development test
Post by: NecroPhile on 01/25/2016, 12:10 PM
Nice, man.  Good luck with whatever game you're ultimately looking to make.  :mrgreen:
Title: Re: Videos of development test
Post by: tonma on 01/27/2016, 03:08 AM
 
Quote from: TurboXray on 01/25/2016, 11:12 AMNice! Also, welcome to the darkside of assembly ;)
Thanks to all, I continue my journey of the "côté obscure" of assembly  :mrgreen:
I'm just a padawan.
Title: Re: Videos of development test
Post by: Gredler on 01/27/2016, 02:14 PM
Great examples, welcome and good luck! This is rad, another programmer!!
Title: Re: Videos of development test
Post by: tonma on 05/20/2016, 03:10 AM
New tests on the shoot  :mrgreen: not much time these days.

Adding enemies and collision test.

http://youtu.be/NtWgnbsHHpY

(http://i86.servimg.com/u/f86/18/89/68/64/pce_ca10.png) (http://www.servimg.com/view/18896864/99)
Title: Re: Videos of development test
Post by: TurboXray on 05/20/2016, 03:24 AM
Let us know which method you use for bounding box checks.
Title: Re: Videos of development test
Post by: tonma on 05/20/2016, 04:16 AM
Quote from: TurboXray on 05/20/2016, 03:24 AMLet us know which method you use for bounding box checks.
A simple one. Center point of bullet inside the player/enemies sprite bounding box.
I don't know if this method have a name !