Thds

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(dev blog)
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==dev blog==
 
==dev blog==
 +
===2008.08.03===
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protip: after hours and hours of wondering why something isn't working, give up and try doing it a different way.
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 +
Earlier today finally got back to working a bit, ran into some unexpected behaviour on the ds itself that i couldnt replicate on no$gba. after a few frustrating hours going in circles, realized there was an even nicer more simple way to do it and did that instead. Still had the memory sharing problems, this:
 +
Shared Work    027FF000h 4KB    -    -    -    R/W
 +
is only explained as:
 +
Region 2 and 7 are not understood?
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sighs, so nor do i still do not fully understand them. but now know, if u want something to be always available at either cpu without caching issues, use this region.. it rly needs a malloc. and a semaphore  mechanism. Along those lines have made some simple 8,16, and 32 bit ring buffer code. ^^
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 +
otherwise, over the past week or so my kitty dissappeared, she returned 4 days later very worn and weak.  Was very very worry. ;;
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Also made new song for start menu.
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===2008.07.26===
 
===2008.07.26===
Finally went to dentist last tuesday, was there for 5 hours... not very pleasent, but after a few days of recovery feel much better and have resumed working. \(^_^)/  
+
Finally went to dentist last tuesday, was there for 5 hours... not very pleasant, but after a few days of recovery feel much better and have resumed working. \(^_^)/  
  
 
Have a working FIFO library now. days of resting allowed a bit of ponderings, and decided to go extremely simple with the FIFO code channelizing transmissions and providing facilities for locating particular channels on either side. Additionally will create messaging and ring buffer libraries for dealing with higher level tasks. This makes things more flexible and should improve handling speed for some situations.
 
Have a working FIFO library now. days of resting allowed a bit of ponderings, and decided to go extremely simple with the FIFO code channelizing transmissions and providing facilities for locating particular channels on either side. Additionally will create messaging and ring buffer libraries for dealing with higher level tasks. This makes things more flexible and should improve handling speed for some situations.

Revision as of 07:02, 3 August 2008

Touhou Fangame for Nintendo DS

Contents

Project Status: Work in progress

What is this?

Since late December 2007 have been working on a little touhou style game for the nds. Still working on it.. u_u Will write a bit about it here. Do not expect much updates, usually not motivated to edit wikis... For now will update as can and probably upload occasional screenshots. ^^

What's Touhou? From wikipedia:
"The original Touhou Project (東方Project, Tōhō Purojekuto?), also known as Toho Project or Project Shrine Maiden, is a series of manic shooters made by Team Shanghai Alice. They are notable for being successful dōjin soft because of their intricate bullet patterns, original music, their greater focus on characters than most shooter games, and being a one-person project."

Why make?
Am very fond of the original games, the music, graphics, characters. Found an iosys flash animation and put it on the blea.ch homepage without knowing what it was from. Then got more interested after seeing the characters various places and finally seeing this video on youtube and downloading the Perfect Cherry Blossom and Imperishable Night demos. <3

After googling for Touhou NDS found Spuzkaizer's unfinished game, had always been thinking while playing PCB and IN about how they must work, and thought to do some experiments. By the next morning had a simple bullet engine and just kept working from there. ^^

dev blog

2008.08.03

protip: after hours and hours of wondering why something isn't working, give up and try doing it a different way.

Earlier today finally got back to working a bit, ran into some unexpected behaviour on the ds itself that i couldnt replicate on no$gba. after a few frustrating hours going in circles, realized there was an even nicer more simple way to do it and did that instead. Still had the memory sharing problems, this:

Shared Work     027FF000h 4KB    -     -    -    R/W

is only explained as:

Region 2 and 7 are not understood?

sighs, so nor do i still do not fully understand them. but now know, if u want something to be always available at either cpu without caching issues, use this region.. it rly needs a malloc. and a semaphore mechanism. Along those lines have made some simple 8,16, and 32 bit ring buffer code. ^^

otherwise, over the past week or so my kitty dissappeared, she returned 4 days later very worn and weak. Was very very worry. ;;

Also made new song for start menu.

2008.07.26

Finally went to dentist last tuesday, was there for 5 hours... not very pleasant, but after a few days of recovery feel much better and have resumed working. \(^_^)/

Have a working FIFO library now. days of resting allowed a bit of ponderings, and decided to go extremely simple with the FIFO code channelizing transmissions and providing facilities for locating particular channels on either side. Additionally will create messaging and ring buffer libraries for dealing with higher level tasks. This makes things more flexible and should improve handling speed for some situations.

Have already a ring buffer library coded for another project. Will attempt to reuse that and save some time.. :D

2008.07.21

Image from spritelib demo showing

found a bug in the bulletlib, very odd it didnt like that i preset a global to 0. Normally set globals in init functions, and had set this one the same, but for some reason when declaring it had int nextbullet=0; which caused things to go screwy whenever nextbullet equaled 0... @_@ still confused about that..

Made a simple stand alone example/demo for spritelib. Image on the right shows the result. :D

  • animated 64x64 kaguya.thg movable by the touchscreen on the left
  • grit converted 8x8 white dot on the top
  • spinning red star on middle left
  • 16 color 16x16 kaguya on the right
  • a 8x16 2 frame gfx on two sprites (frame 0 blue+yellow and frame 1 pink+green circles)
  • and a buncha 16x16 bullets to demonstrate the multiplexing ^^

Few things remaining to create, need a better sound fx system, and to do that need a decent fifo which would also improve the mp3 playback *sighs* really want to get back to the fun of pretty pattern making, but need these backend stuffs need doing first.. ~~

Also finally released a very rough example application for the thmp3 lib. Added some features so that it may used in a friend's rhythm game.

2008.07.16

toof again a bit better than before, still worrying me at time. -_- Today and yesterday made good bit of progress on spritelib, cleaned it up, fixed some bugs, only one weird thing remains but it may be in the bullets system instead. Not sure..

Also since there was some interest in the arm7 mp3 library (using helix ofc), went ahead and broke it off into a seperate project. Moar non-game work, but letting others use the code will help me find and correct bugs faster and result in better code for all. ^^ Over the next few days will most likely be documenting and correcting bugs in the sprite and mp3 libs.

2008.07.14

Toof getting a bit better, but still an an annoyance. ;; After talking with dovoto who is creating a pretty decent nondanmaku library for newest libnds, decided it was important to support multiple object/tile boundry sizes in thsprite. What that means is your not limited to the 128K vram banks for sprite tile data thsprite allocates by default. You can instead use 32, 64, or even 256K of vram depending on application. Some users may desire to use limited sprites and allocate the rest of vram for 3d textures, or may desire more tile data and use 256K.

Work is nearly done here, just need to modify the raw gfx loading functions (for loading grit processed sprites) and clean up a bit. Then can again get back to the actual game code. :D

2008.07.10

Tooth still hurts... >_< Otherwise some progress in the spritelib! can now load 16/256 color images instead of just 256 which saves on vram meaning moar animations! Hopefully tonight will start to re-integrate the entities and spells libraries which should give me players, enemys, familiars, and ofc spells again. That would leave only thmenu and thgoodness libs which are the start menu and other game functionality (such as levels, scoring, and other gamey related stuffs).

2008.07.04

Tooth hurts really bad, keeping me awake at night. still working on the spritelib one feature left to add, loading of 16color in addition to 256 color sprites to save memory when possible.

Made more music, now have 26 minutes 54 seconds total! XDD Definitly not Zun quality, but i am improving. u_u

have met recently SquidMan who has started working on a touhou game for wii. ^^ I had a wii but sold it to buy the ds and a flash card instead, had it for almost a year and never played it. :\

2008.06.28

Have drawn a few characters and created about half dozen musics, but the graphics and audio used in these screenshots are from a version some months back and taken from various internet sources.

first half of level (Ignore replay debug infos on top ~_~)
final spell of level, verily hard
Peak at some of the game code, and Utter Lunacy spell

I'll update more soon, working on spritelib a bit still, and got distracted making yet moar musics :D

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