Gameboy Development has been really good fun over the last 14 months and in total I’ve made over 10 games which are all playable in one state or another, which is nice!
I’ve played with some gameboy colour stuff and feel like I have a good handle on MBC1 style bank switching. Audio is coming nicely along the way and will keep on evolving over the coming months until I’m happy with both editor, exporter and GBDK implmentation.
But, one of the things that was in a lot of gameboy games was the ability to link up to another system, allowing for two player games. Normally in a versus mode scenario.
I WANT TO DO THAT!
And I want other people to be able to to do that also!
So, there are decidated functions and variables inside GBDK for handling such functionality allowing for not just link cable but other accessories to be attached, such as the gameboy camera and printer! I’ll look into those at a later date but for the moment, the next goal is to make a 2 player game!
Yay! Space Splosionator 2086 was completed last Wednesday for the Workshop Wednesday challenge over at the lovely socoder forums and whilst it didn’t get as much time as I’d hoped to spend on it, plays pretty well, albeit in a tough as nails way.
The theme for the Jam was Hashtag so the game takes place in side a hashtag…in SPAAACCCEEE!
I know, awesome right? XD
What’s there in the game worked really well, there’s a starfield, lasers, targetting reticule and enemies that zoom into the screen and attack you, all complete with screen shaking effects!
It does essentially boil down to whack-a-mole, but it’s good fun for a few minutes 🙂
You can playit online via the gamejolt emulator orr, for a much better experience, use the BGB emulator and download the ROM instead!
In other news I’ve made myself a tool to convert 8bit 8000Hz audio into 4bit 8000Hz audio for including wave sounds into gameboy games via sound channel 3.
I’ve shyed away from this channel before as I didn’t really get how it worked but now I’m playing with wave forms including triangle and sine waves to get more sound variety out from the gameboy!
I’d love to see if it’s possible to stream a low frequency sound whilst a game is playing. It’d be really low in quality (60Hz) but could be suitable for some applications, probably not vocals though. We’ll see!
Right, a few more changes have been going on under the hood of Formula Racing, including an overhaul of the A.I. which was a lot more predictable than in the current version, the A.I. can now branch into different paths depending on the track layout and is a lot less likely to crash into things as a result. So you really need to plan your overtakes now!
This has called for a redesign of some of the older tracks to handle this variant of the A.I. which has turned out to be a great blessing, with a lot of optimisation in the code now present to reduce CPU usage I’ve also weeded out some unneccessary lines of code and removed the speed overflow bugs that were present.
These bugs caused boost pads to stop the car and crashes to occsionally accelerate the car instantly to it’s top speed!
While this is all good, it’s resulted in the game becoming much tougher than before, unpredictable A.I. really puts things into a twist.
There have been some graphical changes to each course group also, billboards, trees and other elements being locked to each group help to give each track a slightly different feel, which is pretty nice!
The password system is almost there for Grand Prix mode and I’m working on a custom sound editor in the background just for the hell of it.
GBDK and sound can be a pain in the arse, there’s lots of ASM based solutions but GBDK could do with something, however basic it comes out initially. Unobfuscating the process could result in more games with soundtracks in, which would be nice!
There’s a couple of little A.I. bugs to sort out still but they should fit in nicely with the ~500byes remaining. I’m hoping to add a car explosion effect also in the remaining space!
Oh my gosh. it’s 1am, time to sleep, will post again soon!