Warhawk DS (HK & Flash's DS Diary)

flash · 261558

Offline flash

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Reply #240 on: March 17, 2009, 05:47:21 pm
Well, 20 minutes later and burst shot works!!! first time :) (and I was really worried about adding this)

That is a GREAT relief. This is something that will really add to the attack waves and enable some nice patterns :)

For those interested, here is the code as written (un edited/tidied)

Code: [Select]
mov r0,#SPRITE_FIRE_DELAY_OFFS
ldr r9,[r1,r0] @ get fire delay
subs r9,#1 @ take 1 off the count
str r9,[r1,r0] @ put it back
bpl doDetect @ if this is not 0, do nothing
mov r9,#0
str r9,[r1,r0] @ set to 0

mov r0,#SPRITE_BURST_NUM_COUNT_OFFS
ldr r9,[r1,r0] @ load "backup" burst number
cmp r9,#0 @ if this is "0", no need for burst!
beq fireAsNormal @ so it is a standart timed shot

mov r0,#SPRITE_BURST_DELAY_OFFS @ load the burst delay
ldr r9,[r1,r0]
subs r9,#1 @ decrement the counter
str r9,[r1,r0] @ store it back
bpl doDetect @ if not time, dont fire

mov r2,#SPRITE_BURST_DELAY_COUNT_OFFS
ldr r9,[r1,r2]
str r9,[r1,r0] @ reset the delay

mov r0,#SPRITE_BURST_NUM_OFFS @ load the shots to fire
ldr r9,[r1,r0]
cmp r9,#0 @ have we any shots left?
bne fireBurstShot
@ burst of shots has finished, so reset counters
mov r2,#SPRITE_BURST_NUM_COUNT_OFFS
ldr r9,[r1,r2]
str r9,[r1,r0] @ reset the number of burst shots
mov r0,#SPRITE_FIRE_DELAY_OFFS
mov r2,#SPRITE_FIRE_MAX_OFFS
ldr r9,[r1,r2] @ load the delay max
str r9,[r1,r0] @ and reset the counter
b doDetect
fireBurstShot:
subs r9,#1
str r9,[r1,r0]
mov r2,#SPRITE_BURST_DELAY_COUNT_OFFS
ldr r9,[r1,r2] @ load reset value
mov r0,#SPRITE_BURST_DELAY_OFFS @ load the burst delay
str r9,[r1,r0] @ reset the delay
b fireAlienShotNow

fireAsNormal:
mov r0,#SPRITE_FIRE_DELAY_OFFS
mov r2,#SPRITE_FIRE_MAX_OFFS
ldr r9,[r1,r2] @ load the delay max
str r9,[r1,r0] @ and reset the counter
fireAlienShotNow:
cmp r10,#384-48 @ Make sure alien is at least NEARLY on screen before firing
bmi doDetect @ if no, just forget it
bl alienFireInit @ time to fire, r3=fire type, r1=offset to alien

haveWeCrashed:
doDetect:

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Offline flash

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Reply #241 on: March 17, 2009, 10:35:46 pm
Just a few new videos....




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Offline headkaze

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Reply #242 on: March 18, 2009, 03:57:44 am
Implemented the streaming audio engine and EFS (embedded file system) that allows us to break the 4 MB DS memory limit :)

We now have decent quality music although it's going to add to the final binary size significantly. I might end up researching some audio decompression routines such as software IMA-ADPCM decoding or lowering the audio mix frequency from 32000 to 22050. Right now 22050  seems to have syncing issues, but 32000 seems to be quite stable.

Anyway I am really glad all this recent work of mine has finally payed off and I hope everyone appreciates having high quality music when they play Warhawk DS :)



Offline flash

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Reply #243 on: March 18, 2009, 07:35:46 am
All I can say is,

"f**kING AMAZING"

It REALLY is Warhawk now... :)

(make my latest vids look weak LOL)

Bloody brilliant work mate, and sounds really sweet! so so cool!!!!! :)
« Last Edit: March 18, 2009, 07:40:26 am by Flash »

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Offline headkaze

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Reply #244 on: March 18, 2009, 07:41:59 am
(make my latest vids look weak LOL)

No way mate, sorry I didn't comment on them I was just too excited about getting the music done. I really love the new boss routines they are awesome. Along with Lobo's new graphics it's getting better and better by the day. Cool stuff!  8)



Offline flash

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Reply #245 on: March 18, 2009, 07:45:33 am
sorry, but you cannot BEAT having that music going - AWESOME!!!!!!!!!

Ps. did you notice the burst/pulse shot.. You will see it more in the game than the videos, but all the aliens can now pulse an amount of shots, with a gap between, and then a pause until next burst - or just use the original timed shots..
May add "random" also?
« Last Edit: March 18, 2009, 09:50:46 am by Flash »

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Offline headkaze

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Reply #246 on: March 18, 2009, 07:49:39 am
sorry, but you cannot BEAT having that music going - AWESOME!!!!!!!!!

Ps. did you notice the burst/pulse shot.. You will see it more in the game than the videos, but all the aliens can now pulse an amount of shots, with a gap between, and then a pause until next burst - or just use the original timed shots..
May add "random" also?

Yeah I was pretty stoked when it finally streamed through the whole song :)

I really like the burst shots as seen on I think the level 4 directional shot demo. I think random would be great also so it's a little less predictable. Although I like the burst directional shots on the end of level bosses. Getting to be a nice end-of-level challenge :)
« Last Edit: March 18, 2009, 09:51:02 am by Flash »



Offline Sokurah

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Reply #247 on: March 18, 2009, 08:30:44 am
Hi guys,

Wow, that looks absolutely fantastic!

The new burst shots look great and the two videos where the boss dies and drags a trail of explosions after nearly made my jaw hit the table. Über cool. :)

The explosion when that long ship explodes (in the 'burst direct fire' demo) is that final? Compared to the other two explosions it's over too soon...needs more...Flash. :D

Oh, and speaking of "Warhawk" - I found this a few days ago. Completely unrelated...almost.
http://www.chron.com/disp/story.mpl/metropolitan/6311073.html



Offline flash

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Reply #248 on: March 18, 2009, 09:23:19 am
The explosion when that long ship explodes (in the 'burst direct fire' demo) is that final? Compared to the other two explosions it's over too soon...needs more...Flash. :D
Well, not sure what else to add here? Perhaps I will give that a bit more thought? It is all down to allocating enough sprites for the explosion (with the bosses, we know we have over 64 free) and also finding a way to use the sprites we have to create a better effect? Hmmmmmmm

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Offline spacefractal

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Reply #249 on: March 18, 2009, 11:42:13 am
Exiciting to get the streaming working, even it missing some ADPCM decodning, but it much better than nothing 8). I want the music, regaardles it use my tunes or other remixes (or both).

I can wait how my tunes perform in the game, because I have not heard in the real speacker and in the emulator, so I can check any issues..
« Last Edit: March 18, 2009, 12:02:51 pm by spacefractal »

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Offline Lobo

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Reply #250 on: March 18, 2009, 07:08:51 pm
Cool, can't wait to hear that then. Also, just how big is that music file, kinda curious cause I can't tell the real length by listening to Sid.

Ah, nevermind, just found out while playing the latest demo, cooool beans!  8)

Heh, what Sokurah found~
"She said she met O’Shea playing the game Warhawk and that he had used the screen name “Thunder-kid.”
 ???
« Last Edit: March 18, 2009, 08:02:59 pm by Lobo »



Offline BaDToaD

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Reply #251 on: March 18, 2009, 08:25:37 pm
Excellent Work HK :)

Can't wait to hear it :)



Offline flash

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Reply #252 on: March 18, 2009, 09:41:59 pm
The explosion when that long ship explodes (in the 'burst direct fire' demo) is that final? Compared to the other two explosions it's over too soon...needs more...Flash. :D
http://www.chron.com/disp/story.mpl/metropolitan/6311073.html

So, Socky me ol' china, is this better :)


Ps. sorry for the video quality, had to use No$gba so I could get the music also (HK x x x x) :)

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Offline Sokurah

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Reply #253 on: March 18, 2009, 09:51:02 pm
So, Socky me ol' china, is this better :)

I wish I could say it is...

...but wishes DO come true sometimes, so YEAH, that's GREAT! :)



Offline flash

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Reply #254 on: March 18, 2009, 09:53:12 pm
Just a little demo to show the addition of random fire.

Aliens can now "not fire, timed fire, burst fire, or random fire". I think that covers everything? They can do that on a per alien basis and fire whatever they want.


not the most interesting of videos, but..... oh well :)
« Last Edit: March 18, 2009, 09:56:03 pm by Flash »

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Offline spacefractal

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Reply #255 on: March 18, 2009, 10:02:55 pm
I just wait how my tunes is, which could perform in the title screen or between levels (if there is space for it)? I haven't released it at remix64.com and think I wait after the final game is release.

But the game is MUCH better now with the tune and now feel its warhawk now, and its a elsewice nice choiced tune, which work very well. My tune was elsewice inspirated by the other remix throuch.
« Last Edit: March 18, 2009, 10:04:10 pm by spacefractal »

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Offline flash

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Reply #256 on: March 18, 2009, 10:05:12 pm
Thanks mate...

We have not worked out what is happening with the music any further than this. Perhaps a loop for the level complete screen could work quite well? I will have a word with the maestro "HK"...

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Offline headkaze

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Reply #257 on: March 19, 2009, 12:40:47 pm
Now that we have streaming music we don't need to use loops. Unless we implement compression we will already be looking under 12 MB total ROM size which is about as far as we want to go. I'd prefer to get it down to 8 MB personally. We currently have title music, ingame music and game over music.

If we do end up implementing compression we could have more tunes during the game which would be nice. For example I'd like have the Press Play on Tape Warhawk version as well. BTW Have anyone got a studio recording of that? I will take a look at doing software decompression using an IMA-ADPCM codec and go from there. But please don't be dissapointed if we don't have room for more mixes, but I think it would be nice.



Offline spacefractal

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Reply #258 on: March 19, 2009, 03:42:32 pm
I do think POTT is not very space like mix and sound outside the game, even it a AWESOME mix, but it outside the space genre in this game. Howover since they still sell thier studio versions of the cover, it still have a copyright issues here....

I have created 2 shorter alternative versions (one can go to the hiscore?) with is under one minuttes long. I have just sent all my versions to Flash recently (in mp3) and now to you, Headkaze (in allready converted wav file). Hope you like them, and it is still more room for song improvement and sound more space like, as Flash send it need some alternative versions in some levels, but it hard without have seen a full level.

« Last Edit: March 19, 2009, 04:36:22 pm by spacefractal »

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Offline flash

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Reply #259 on: March 25, 2009, 12:06:43 am
Well, this is a terrible reason to release this vid:)

This video is a starfield done in the DS's tilemode (character based mode), so, sadly, it does look like any other starfield (it isn't)... but this one has the bonus of being versitile. :), oh, and clever in a C64 sorta-way :)


ps. you have to love the msic :)
« Last Edit: March 25, 2009, 12:14:06 am by Flash »

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Offline headkaze

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Reply #260 on: March 25, 2009, 06:37:59 am
So that's your favourite Lilly Allen song Flash??  :D



Offline flash

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Reply #261 on: March 25, 2009, 07:11:00 am
Yeah, I was listening to the album at the time :)

(youtube will prob remove the video due to copyright infringement though... he he)

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Offline BaDToaD

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Reply #262 on: March 25, 2009, 12:29:26 pm
Nice starfield.

Nice Music. What's the quality like? I'm a bit fed up with buying CDs that are heavily compressed.



Offline flash

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Reply #263 on: March 25, 2009, 01:18:36 pm
Heavily compressed :)

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Offline BaDToaD

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Reply #264 on: March 25, 2009, 01:57:46 pm
eh?  :)



Offline flash

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Reply #265 on: March 28, 2009, 10:06:47 am
Sadly, at the moment we can find no way to fit the tilemap into the title code for the stars, but these will be further worked on to use in highscore, etc, perhaps with user controlled effects? :)

So, I have just finished laying out an ALPHA version for the attackwaves in level 1.. This also serves the purpose of giving HK something to work from in his quest for a good WANK (Warhawk Attackwave & Nuance Kreator) will that joke ever wear thin? So.. there will be quite a bit of tweeking and also the end boss is not final. But at least a first time player can get to the end and still have plenty of health. That is the main thing I wanted for level 1. I was going to replicate the original attack waves, but they do not work on 2 screens, though the first 2 attacks are based loosly on the first 2 in warhawk.


Also, remember - the game is SILKY SMOOTH, it is the emultion and vid capture that results in the choppy framerate (30 fps)

EDIT: I did just have a thought? In the original game, the meteors could not be destroyed and would lose you lots of health if you colided with them. In the remake, they still cannot be destroyed, but a collision will only hit you for 2 health units and then it will explode. But, what about, if you shoot them you can knock them back a fraction? almost, to knock a path through them - is this worthy of consideration?
« Last Edit: March 28, 2009, 10:14:54 am by Flash »

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Offline Lobo

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Reply #266 on: March 29, 2009, 09:18:32 pm

...if you shoot them you can knock them back a fraction? almost, to knock a path through them - is this worthy of consideration?

Muy Bien, mucho worthy doing, I hate them avoiding bastards and this way at least they can be knocked out of my way. Good effect would be to shoot them and knock them toward the enemy then enemy knocks the other one for a beautiful pinball like chain explosion  :D



Offline flash

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Reply #267 on: March 31, 2009, 09:21:48 pm
ok, time for another demo.... :)

This is mostly (with a hint of title screen modification) a demo to show player death.. :) I did a bit of code to enable a dying player to still move, and while dying.. destroy bases and aliens - for a short amount of time..
Also, minor colour effects - is it too much/too little? please let me know!!!

Ok... hope this fits!!!

PS... Now have "Press Play On Tape" happy to have us use their music in the game... and also the possibilty of them doing a new studio version for us! time permitting
« Last Edit: March 31, 2009, 09:29:21 pm by Flash »

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Offline Lobo

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Reply #268 on: April 01, 2009, 06:12:29 am
Haha, magnificent effect, keep it!  :P
Also, the music is kick ass, from intro to the in~game one, most excellent!



Offline Tempest

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Reply #269 on: April 03, 2009, 01:56:13 pm
I like the Crash 'N Burn... Nice Job Flash!