Talk:Thds

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Linker lulz and Open Sauce

I have been banging my head on the table due to some linking issues of my own (on x86/amd64) and when I get stuck, I end up browsing around to clear my head. Decided to check your wiki as it has been one of the hundred tabs I've had open for months and I stumbled on you page dealing with your linker adventures. Although its not related to what I'm doing it was a nice read indeed. I also was like "omg how did I not see this page before?" either I was looking at a cached thds page or you had just updated after I found the Dynamic linking page ^^

~anyways~

I've been thinking about making a TH game for the android platform since I'll be getting a new phone soon and google just released an sdk for running native code on devices. This leads to the question: Can haz src? Definitely would like to see how you implemented your engine especially once I find the time to work on my own. C-o-r-E

Hehe, had thought of that before, made a simple bullet engine but at the time their opengles implementation was flakey Android. goodlucks ^^

yay. looks awesome :)

can't wait to play this ^^ i just hope the collision detection won't slow it down too much. good luck! :)

  • Thanks you! ^^ ... it wont slow down much, its doing collisions already at the top right i have graze counter, does not use much cpu at all using this bit of code, which i took from PA_Lib:
//yes ripped str8 from palib, but hey u guys did okai here :D
extern inline u64 thDistance(s32 x1, s32 y1, s32 x2, s32 y2) {
   s64 h = x1 - x2;
   s64 v = y1 - y2;
   return(h*h + v*v);
}
  • Runs quite fast, am concerned a bit about line-circle collisions and laser rendering but have a good bit of cpu still free. ^^ Eris

wow! thats so cool!!!

I like TH and I like DS !!

best regards!!!

When are we going to be able to play this?

  • hopefully soon, still working on behind the scenes stuffs. There is a mostly working demo from like 6 months back but it uses some of zun's original music and don't feel should put it up publicly. I'll try to get another demo soon as possible. ^^ Eris

Thanks ^_^.


Another question. Are we going to get focus?

  • well atm, the player character changes speed and switches bullet patterns when the right shoulder button is pressed. need to add a character based delay however. Eris


Great. Thanks for answering. Hope this project gets completed some day. :]

  • it is coming together finally :P Eris

And One Last Question.

When/If this is released, will it have DLDI support so on all flashcards this can be played?

  • Yes, already it supports dldi and i plan to use the FAT filesystem for replay data storage at a later date.. :D Eris

COOL125.90.58.189

HOPE THAT SUCH A GOOD GAME WILL COME TO US IN SOON~~

Alright. Another question. Sorry for asking so many.

I was browsing some forums, and this link popped up. http://weeaboo.nl/ . It's a link to another person creating a Touhou homebrew. Not sure if you've seen it, but since it's open source, you might as well if you haven't. [You need to use iDeaS, or a flashcart. I couldn't get it to work on other emu's.]

  • Because it doesnt work on anything but iDeaS, and doesnt work either on my flashcart haven't looked at it too much. Seems nice in the DIY Danmaku-fu style. Slightly envious they used the 3D engine to render sprites, but I'll save that technique for Thds02 :P

Now, for a question. ZUN's Music is quite known to be..Let's say.."Epic". Thoguh we did get a sample of songs, are we going to get some beautiful soundtracks?

  • I hope._. Worked really hard on the music, but to me it still sounds a bit amateurish, u_u;; Think it's gonna work with the game, have had a few positive comments thus far. Can definitely say am improving. ^^ Listen to Zun's original soundtracks all the time, mostly the pc98 ones because those are favorites. <3<3

distance Part2

  • Maybe you can use this for an approx. version of distance...no multiplication at all
/* Aprox. Distance between two 2D points
  s32 = signed 32 bit = mostly int 
*/
  s32  distanceApprox (s32 x1, s32 y1, s32 x2, s32 y2) {
 
        const s32 A=abs(x1-x2);
        const s32 B=abs(y1-y2);
        const s32 C=min(A,B)>>1;
 
        return (A+B-C);
}

bye A128

  • thnx, will try it ^^

Well. I just finished Imperishable Nights...

...[Extra included], for my first time. Now that I look back on it, I've been playing the game quite often for almost 5 months. [Not every day.] To me, that's quite an accomplishment. But now that I beat it, this question popped into my head. Does this game have the same motives as the Touhou series? [I'll explain..]

We all know that Touhou is about patterns, and just having fun, rather than pure impossible-ness. Are you trying to achieve this?

  • Touhou, to me anyways, is about the beautiful patterns, eyecandy, wonderful musics, cute characters who share my fashion sensibilities, and the feeling of that u just did the impossible when u finally finish one of them.. I've never made it to the extra stages in IN even u_u;; Made it to first ending with the ghosts after playing it about 100 hours in 2 months and having Touhou vision (where every time u see dot patterns brain just starts finding paths thru them automatically) but yah since havent been able to make it back.. Problem is Marisa's stage, i'm just too busy ooooooing and aaaaaaaahhing at it still to make it through. Anyways guessing why u mentioned impossibleness is the pattern presented in the video... Thats more systems torture testing than a legitimate in game pattern. You'll see... :D

And to wrap it up, yet another question. What's the name of this game going to be? Touhou DS sounds..Bland.

  • Idk, got any suggestions? Have a plot in mind, but really do not know of a suitable name so for now generic Touhou DS 01 it is ._. Eris
  • * Maybe something that's acronym would be NDS... like Nocturnal Dyslexic Symphony :) C-o-r-E
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