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    "freeing Up" Mode7

    I would like to have different mode7 playfields in my game, and it seems that in order to do so, I need to call start_mode7 everytime. I've noticed, at least on the Dreamcast, that everytime I call mode7 using start_mode7, my game slows down until it's barely crawling along. I've tried...
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    Crystals Of Xaz News- 12/1/2006

    Crystals of Xaz is a Dreamcast and Gamepark game written using Fenix. More information about Fenix for Dreamcast can be found at http://atari.vg-network.com. Work continues steadily on the game, and it's shaped up to be really fun! I'm currently rewriting the enemy generation code to support...
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    Crystals Of Xaz Wip- 11-5-2006

    Crystals Of Xaz is a Fenix for Dreamcast and Gamepark handhelds game. Lots of new changes have been added to the game. There are now level transitions that award chain bonuses per level, and some neat mode7 effects that take place per level change. I've added some new graphics, but since I'm...
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    Crystals Of Xaz Status- 10/22/2006

    Crystals of Xaz is a Fenix for Dreamcast game, based on the Istappen source code found at FenixOnFire. See my original post here: http://www.gp32x.de/board/index.php?showtopic=32539 I've learned how to use structs! I've added the struct for level parameters and plugged them into the game...
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    Struct Help

    I'm trying to get my head around the use of structs, as they're going to be essential to data organization in my game, but I'm having a hard time "getting it", I guess. My game will have four different enemies, spanning over 15 different game levels; each has different attributes that will...
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    Crystals Of Xaz Wip

    I started out playing around with the Fenix source code for a GP2X/32x game called Istappen (source posted at http://fenixonfire.gp32x.de/html/sources.html), testing some music, sound, and graphics loading code as a way to test the limits of Fenix on Dreamcast, and ended up adding more and more...
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    Replacing One Object With Another

    What would be the best way to replace one object with another, and have the new object with it's own collision properties? For instance, in my game, the enemy will drop a bomb. If the player doesn't destroy the bomb, it'll hit the ground and leave a crater. The way I want to achieve this is to...
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    Rand Isn't Working In My Code

    Here is my code: PROGRAM ship_shoot; GLOBAL sprites; shotflag; score=0; lives=3; seedfire=0; enfireflag=0; PRIVATE Begin graph_mode=mode_16bits; set_mode(m640x480); sprites=load_fpg("new.fpg"); write_int(0,10,25,0,offset score); write_int(0,10,35,0,offset enfireflag)...
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