| Subject: | Coding, ports, etc. |
| Author: | Eli Curtz <eli--nuprometheus.com> |
| Date: | 01-Mar-2003 11:39:58 |
I can code, in fact I'd be willing to bet that just about everybody
here chatting about a 20 year old computer game is computer savvy
enough that they at least do some html or scripting.
Progress on my projects:
The GBA version of the raycaster is running with a pretty fast and
clean fixed-point no division implementation. I haven't put one of
the actual maps into it, but it is using the same data format as the
Java version, so that should be trivial.
ftp://ftp.nuprometheus.com/pub/RAYCASTER.mb.gba
(requires you're favorite GBA emulator, and the test map is tiny.)
The Java version is waiting for me to go back and replace all the
fixed point GBA test code with regular math, since there's no reason
to force it to run in a tiny screen with no floating point operations.
http://www.nuprometheus.com/city/current.html
http://www.nuprometheus.com/dungeon/current.html
I'm not sure what I'm going to do with the stuff at this point. I'll
probably slowly work on some sort of RPG with the GBA code, but I
don't know if I'll do an AR remake or not. The main issue is that I
really don't have the energy to sit in the emulator with the Atari
version and figure out how things work. It sounds like people here
may be doing a bit of that, so I'm excited to see what you all find
out (assuming it's stuff you're willing to share.)
That's it, if anybody wants any of the code I've written send me a
note. It's not very complicated, but why reinvent the wheel if you're
doing a handheld or Java version...
- eli
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