Space Dodger


wraggster

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Apr 30, 2003
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Location
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Website
www.dcemu.co.uk
Paul55 in this forum topic--> http://www.dcemu.co.uk/vbulletin/showthread.php?t=4771 has released a great looking Space shootem up called Space Dodger, heres some more information:

Hello everyone! Today I'm glad to announce that i have finished and tested v1.0 of my game and everything works ok. Space Dodger is a game made with Fenix completely from scratch and I made it trying to use some goodies of the Dreamcast hardware. The game uses some designs from Macross/Robotech, and it's mainly a shoot'em up game where you will need to have some dodging skills too!! . There is some info taken directly from the readme:
________________
* GAME FEATURES:
________________

* In-Game artwork completely made from scratch
* Coded thinking in Dreamcast hardware (using every trick I knew to gain speed)
* High resolution graphics (640x480 resolution, 16 bit depth)
* Full of sounds and music (well, songs make everything to sound choppy, but I didn't have
another choice)
* 40 FPS constant framerate, with very little slowdown on some levels (level 3 for example)
* Four levels of increasing difficulty (I know... it's short)
* Four kind of powerups (two weapon powerups)
* Three kind of enemies
* Analog - digital controller support (analog has some glitches, but well... it's there)
* Only for one player

Download from here --> http://www.dcemu.co.uk/spacedodger.shtml
Leave feedback for Author here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=4771


Will this work on Gp 32 Fenix?
 
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Hmm, depends on how the collission works (is it in relation to the screensize?), and how well the sprites look, when you resize them by half.

And on how big the game is, especially the fpgs and sounds/music, and how good he manages the memory usage (how much ram does the DC have, btw?)

Also, you will need the source code to change some things (for example, the resolution and maybe the fps).
 
The Dreamcast has 16mb of ram.

Specification

CPU 128-bit SH4
Clock speed 200 MHz
RAM 16 MB
VRAM 8 MB
Audio RAM 2 MB
Flash RAM 128 KB
Modem 56 Kb

Cut `n` paste. :D

Trooper
 
Well, the main problem would be resizing all the graphics (as Quiest suggests) and making them be 8bit. It could get really annoying to make all that work lol

And I don't think it can run at constant 40fps on the gp32... :(
 
Hello! I'm the creator of this game. I want to help if somebody wants to make a try porting this game. What I can tell is that Fenix DC doesn't use all the power of the DC ram (that was a problem I had all the time while developing) and here are the file sizes that the game uses:

DCB (compiled program file): 35 kb
FPG (only uses one): 509 kb
FNT (it uses three): 61,6 kb (total)
sounds (uses WAV functions): 125 kb (total)
songs (uses SONG functions): 1,82 mb (the worst part is that loads all at the startup) Oh! and songs uses wav format.

If somebody with experience in coding and porting with Fenix language wants to give it a try, I'll send him the source code. Maybe I can resize the sprites to half, make files smaller and adapt the game to 320x240 resolution (that uses the GP32? i don't know nothing about that system, sorry :huh: ). What I wouldn't do is to adapt it to a single 256 color palettle... I don't like palettes... but fortunately in-game sprites are 8 bit, so maybe isn't that hard to convert it... Thanks in advance to all people, I wish to hear some response from the GP32 scene :)
 
Check your PM inbox, paul55! :)

There will be no problem with memory, and as it`s only one fpg it will be easy to turn it 8 bit...


Don`t know how I should contact you, else...
 
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