Deleted
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Post by Deleted on Apr 15, 2018 15:31:51 GMT
This is a follow up from my "Cross Platform Development?" thread at PCEFX. This is the current state of the game: Every underlying non-PCE dependent code is running correctly. Sprites and RLE compressed background read/write is not implemented yet so that's why the screen looks so empty. I'll work on that next. This is how the game should look at a bare minimum (NES version):
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Post by sunteam_paul on Apr 15, 2018 15:44:24 GMT
Gameboy Style Keep us posted!
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Post by bigusschmuck on Apr 17, 2018 4:42:49 GMT
My hands are cramping in anticipation! Seriously, take my money now dude!
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electrohaze
Deep Blooper
YOU HAVE BEEN ELECTROHAZED
Posts: 32
Homebrew skills: Mastering Audio, Audio Editing, Graphic Design
Fave PCE Shooter: Download 2
Fave PCE Platformer: Bonk's Revenge
Fave PCE Game Overall: Ys Book 1 & 2
Fave PCE RPG: Ys Book 1 & 2
Currently Playing: Ys 4
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Post by electrohaze on Apr 17, 2018 6:13:50 GMT
Any new stuff is always good.
Pardon my ignorance... what is Brick Breaker?
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Deleted
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Post by Deleted on Apr 29, 2018 1:02:38 GMT
Any new stuff is always good. Pardon my ignorance... what is Brick Breaker? It's a NES game I did a while back for the 2016 NESDev competition. Latest NES ROM here: github.com/AleffCorrea/BrickBreaker/blob/master/brix.nesIt's open source, however the PC Engine port code is mostly private at the moment. I'm making it so it shares most of the code, ie. you can compile it for the NES or PCE just by changing a compiler variable (COMPILE_TARGET = FAMICOM or PCE) and running it through the appropriate compiler (NESASM3 or PCEAS2).
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Deleted
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Post by Deleted on May 18, 2018 5:04:18 GMT
I made so little progress (laziness yay) that I actually forgot this thread existed hah. The sprite engine is fully ported, on a technical level this is playable and beatable, BUT, I still have to make code for proper palette loading and to write the compressed backgrounds (which I might take the lazy route and load the bgs uncompressed from the CDROM everytime they're needed). The only two compressed screens are the title screen (which I replaced temporarily with an image from disk) and the empty playfield (that's why there's no borders like the NES screenshots, nor any text aside from the numbers). Collisions are also broken but it's simply because the bounding boxes are incorrect for the PCE version. After that, I just need to choose an appropriate sound engine (squirrel?), make music and sfx, and the straight port of the game is done. I might release this as a straight port instead of polishing it and adding new features since I want to move on to my motorbike racing game ASAP, but who knows.
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Deleted
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Post by Deleted on May 19, 2018 4:13:38 GMT
This project has been cancelled!
While a straight port is right around the corner I realized how futile my porting efforts were... it would be very tough to expand on it since the code more or less is self restricting due to the original NES design.
However... this was an excellent proof of concept and got me up to speed in regards to actual PC Engine coding, instead of just knowing stuff in theory. Now I can move on for my game concept I've been brewing in my mind for the past few weeks, once I get it up and running in a proto state I'll let everyone know.
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Post by sunteam_paul on May 19, 2018 7:21:33 GMT
A shame for sure, but that's fine if it becomes an important stepping block in R&D for the next title. Interested to see what will follow.
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Post by Galahad on May 21, 2018 1:30:22 GMT
Sorry to hear it's canceled but look forward to your new projects.
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Post by spenoza on May 21, 2018 15:40:46 GMT
How much work would it require to finish off Brick Breaker. If it's minimal to provide something fun, even if it's a bit basic, maybe you could find someone to help you out.
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Deleted
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Post by Deleted on Jun 1, 2018 21:09:25 GMT
How much work would it require to finish off Brick Breaker. If it's minimal to provide something fun, even if it's a bit basic, maybe you could find someone to help you out. Spenoza thanks for the enthusiasm for the game but I always thought the game was poorly designed, both in a programming and gameplay sense. I might pick it up again in the future but I'll probably purge lots of the original code.
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