- [Axe]Super Smash Bros. Open
- 25 Aug 2014 01:10:53 am
- Last edited by Hayleia on 15 Nov 2014 07:21:27 am; edited 2 times in total
I have lately been working on a Super Smash Bros. Melee clone for monochrome z80 calcs. If you don't know that game, here's a link that may interest you.
Before annoying you with text, here's a screenshot of the current progress.
(I know my game doesn't officially use grayscale but the Shine has really short frames and seems gray when used, which really gives a nice effect, that's why I recorded with grayscale enabled).
Now, why "Smash Bros. Open" ? Simply because of a play-on-words with "Open".
Those watching the tennis know that "Open" can refer to a competition, which fits a game such as Smash Bros. pretty well.
Those using Linux might think of open-source programs and other openness things.
To clarify that openness, let me give you an example. A question that I was often asked is "Will there be only Fox ?". And the answer is "Yes and no".
I will probably only make Fox. But the engine is really modular which (will) allow you to create your characters and play them ingame without even having access to the source code (they will be in appvars in other words). Even if you want to play as an invincible leek that one-shot with every hit !
As for the source code, it will probably be published (once cleaned up a bit) in order to allow people who want to add missing features (such as items) to do so.
Speaking of which, the source code is completely unoptimized, but it is done on purpose. This way, people who want to edit it can do so very easily instead of digging through my usual unreadable code (even though not necesarily more optimized ). In fact, the source code is currently 51092 bytes with comments and preproc constants, while the executable is not even 13000.
Another question people can wonder is "6MHz or 15MHz ?". And the answer is "both" for now.
What slows down the program most is drawing the map. So we can play at 15MHz with a "complicated" map, such as in the screenshot, or at 6MHz with a "simplistic" map that only contains rectangles. That's still a bit slower than the 15MHz version with the complicated map, but it is very playable in my opinion.
Credits
Badja for scaled sprite routine.
Matref for packing those routines into an axiom.
Quigibo and Runer112 for Axe.
KermMartian for CalcNet, in a future version (don't get too excited, I already need to get everything to work properly with two players before adding support for more players)
Download
http://ti-pla.net/a110486
I think you'll easily guess the keys I use to control one of the Foxes. For the other one, the keys are the numpad, log and x2.
Please report any problem you encounter, especially if you are experiencing desync when playing with the linked play versions.
I don't see anything else to say for now so I'd say I'll answer questions if you have any ^^
Outadated versions (all versions try to run at 15MHz if available):
Versions without linking support (both Foxes are controlled with the same keyboard on the same calc):
Version with the "complicated" map.
Version with the "simplistic" map.
Versions with linking support:
Version with the "complicated" map
Version with the "simplistic" map
Before annoying you with text, here's a screenshot of the current progress.
(I know my game doesn't officially use grayscale but the Shine has really short frames and seems gray when used, which really gives a nice effect, that's why I recorded with grayscale enabled).
Now, why "Smash Bros. Open" ? Simply because of a play-on-words with "Open".
Those watching the tennis know that "Open" can refer to a competition, which fits a game such as Smash Bros. pretty well.
Those using Linux might think of open-source programs and other openness things.
To clarify that openness, let me give you an example. A question that I was often asked is "Will there be only Fox ?". And the answer is "Yes and no".
I will probably only make Fox. But the engine is really modular which (will) allow you to create your characters and play them ingame without even having access to the source code (they will be in appvars in other words). Even if you want to play as an invincible leek that one-shot with every hit !
As for the source code, it will probably be published (once cleaned up a bit) in order to allow people who want to add missing features (such as items) to do so.
Speaking of which, the source code is completely unoptimized, but it is done on purpose. This way, people who want to edit it can do so very easily instead of digging through my usual unreadable code (even though not necesarily more optimized ). In fact, the source code is currently 51092 bytes with comments and preproc constants, while the executable is not even 13000.
Another question people can wonder is "6MHz or 15MHz ?". And the answer is "both" for now.
What slows down the program most is drawing the map. So we can play at 15MHz with a "complicated" map, such as in the screenshot, or at 6MHz with a "simplistic" map that only contains rectangles. That's still a bit slower than the 15MHz version with the complicated map, but it is very playable in my opinion.
Credits
Badja for scaled sprite routine.
Matref for packing those routines into an axiom.
Quigibo and Runer112 for Axe.
KermMartian for CalcNet, in a future version (don't get too excited, I already need to get everything to work properly with two players before adding support for more players)
Download
http://ti-pla.net/a110486
I think you'll easily guess the keys I use to control one of the Foxes. For the other one, the keys are the numpad, log and x2.
Please report any problem you encounter, especially if you are experiencing desync when playing with the linked play versions.
I don't see anything else to say for now so I'd say I'll answer questions if you have any ^^
Outadated versions (all versions try to run at 15MHz if available):
Versions without linking support (both Foxes are controlled with the same keyboard on the same calc):
Version with the "complicated" map.
Version with the "simplistic" map.
Versions with linking support:
Version with the "complicated" map
Version with the "simplistic" map