Recent Posts

61
Spectrum Next / Re: Warhawk Progress
« Last post by spacefractal on March 19, 2018, 03:27:41 pm »
my and many sokky remakes on Windows is often coded in basic, either BlitzMax or glBasic. of course, its require doing that from scratch. But that is the fun part of it.

Howover also of course Nintendo DS have much better hardware than Spectrum Next. We cant really compare between those two. Its more sort of like a Pc Engine or like such machine. Today im property would have do the music in more retro style on the DS, here could been fun to use the Dual AY version, which im guess fit it better.
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Spectrum Next / Re: Warhawk Progress
« Last post by Lobo on March 18, 2018, 08:01:14 pm »
Actuelly more, Warhawk is just more or less just a clone of the arcade game, Star Force, where Warhawk easy got its inspiration from. Here with a excellent tune and also a nice gameplay.  This can been why the boses in the final game was just flying thing like crazy to avoid a lawsuit? Thoes flying bosses from the final version could also been added to the Next version as well. here just as a regular enemies of course, not as real bosses. Example near the end of a level or two. That could been fun to see.

Never heard of Star Force before but now that I've quick checked, some tiles seems to be very familiar, perhaps the original warhawk artist lifted it from there. Dunno about gameplay tho whether it has any similarity.
I don't think there's enough space left in zxnext version to add any more bosses, we have 10 of them for 20 levels and in between levels are 10 mini bosses so it should be about enough. Plus, all these bosses are new and different from previous warhawk games as it should be as they're tailored for new maps thematically so to speak.

Also 99% of all remakes/denakes is pretty much allways done from scratch and its still can been consider a remake with new added features here and there, if you ask me.... Or here of course a port, which is what it is. This time to Spectrum Next by original coder. Spectrum Next emulator does fell better when used on PC than Nintendo DS, simply because its a single screen here.

I don't know if its always from scratch, tbh, people lift stuff from old versions sometimes without any change whatsoever. I am certain however that warhawk next is from scratch which is a good thing all said and done.  8)
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Spectrum Next / Re: Warhawk Progress
« Last post by spacefractal on March 18, 2018, 07:29:45 pm »
Actuelly more, Warhawk is just more or less just a clone of the arcade game, Star Force, where Warhawk easy got its inspiration from. Here with a excellent tune and also a nice gameplay.  This can been why the boses in the final game was just flying thing like crazy to avoid a lawsuit? Thoes flying bosses from the final version could also been added to the Next version as well. here just as a regular enemies of course, not as real bosses. Example near the end of a level or two. That could been fun to see.

Also still, dont forget Causal players. Im readed a article the olcschool games was much harder than the today games and can get somewhere short temper. But instead forget the hardcode mode, we should adds BOTH modes instead (easy/hard). But again its all just about powerups, etc refill is allowerd/disallow and easier to collect it. That it. Im have to admit, im today a more causal player than hardcode player, so im will property would not could complete all levels without a cheat.

Also 99% of all remakes/denakes is pretty much allways done from scratch and its still can been consider a remake with new added features here and there, if you ask me.... Or here of course a port, which is what it is. This time to Spectrum Next by original coder. Spectrum Next emulator does fell better when used on PC than Nintendo DS, simply because its a single screen here.

On of the greatest remake im have seen recently its property Shadow of the Colossus on the PS4. Wow do im must say. Howover they did not change the sound a bit, but that was not required anyway.
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General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by PypeBros on March 16, 2018, 04:17:27 pm »
I'm still checking it on an almost daily basis, DWedit and guauu do appear often, ant512 is still releasing stuff. Beside those (and you) - I guess I didn't forget anyone else  :'(
Glad you mentioned them. I haven't got any contact with DWedit or guauu, but now ant512 has sprites of mine in his "Amazing Mazes" game ;-). And there will be some music too. Hope to see that released soon ...

(did I mentioned I love mazes ?)
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General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by sverx on March 13, 2018, 03:54:15 pm »
I did try that
I took the greater of x or y step, made it 1 (for the speed) and then kept the difference between the original number and 1. I then used that to scale the lower number by the same fraction. Almost worked, but precision was lost.

You should take x*x + y*y and that would be the square of the distance, and scale to 1 that (by performing a square root of that and a division, if it's feasible - you might want to LUT that...)

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Spectrum Next / Re: Warhawk Progress
« Last post by Lobo on March 13, 2018, 12:52:14 am »
I'm more surprised over how little research-effort people put into posting about this game. I've seen several places where "news about it has been posted" ... but not a single place has included the fact that it's not just a remake - it's done by the original author of the C64 version. Despite having no stake in it I still find that a bit annoying ???

Yeah, true that. I try not to be annoyed by any of it anymore but just enjoy the ride but you're right. This is no remake nor demake nor arrmatey or such. Everything is done from scratch in comparison with both C64, DS and all the other versions like ST, etc cause it would be impossile to do it otherwise. Every ship, tile, boss and map design is new, except for level1 which Flash and I followed closely to the original as a means of paying homage to original C64 version (like we did in DS version). Everything else is so different (including attack patterns) that we could've called this game 'PeaceOwl' and mark it as a completely 'new game'. So yeah, very strange to see some people thinking that this is just a 'slap-on old game on new hardware' kinda thing, they have no clue what sacrifices in all stages codewise and design wise (not to mention music where we got a bit more lucky but not easy still) we had to make to have this run on zxnext, definitelly not a straight port by a long shot.

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Spectrum Next / Re: Warhawk Progress
« Last post by Sokurah on March 12, 2018, 11:09:25 pm »
I'm more surprised over how little research-effort people put into posting about this game. I've seen several places where "news about it has been posted" ... but not a single place has included the fact that it's not just a remake - it's done by the original author of the C64 version. Despite having no stake in it I still find that a bit annoying ???
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Spectrum Next / Re: Warhawk Progress
« Last post by spacefractal on March 12, 2018, 10:52:53 pm »
I'm read many people surprice how hard those games was. I'm did asked to add a causal mode as a feature,  based on power ups.
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General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by PypeBros on March 11, 2018, 08:57:53 am »
You could also define a travel distance after which Angle gets re-evaluated. That way, you'll avoid the fact that lack of precision on sin(a) and cos(a) accumulates over time.
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General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by headkaze on March 10, 2018, 09:17:58 pm »
Though, with all the z80 code that's been made, I was hoping there would be an efficient and fast routine already written. Really rather not reinvent the wheel.

Since you're probably already using lookup tables for sine/cosine. I would just use good ol' trig.

First you need to get the angle between two vectors.
Code: [Select]
public double GetAngle(Vector2 a, Vector2 b)
{
    double angle = Math.Atan2(b.Y, b.X) - Math.Atan2(a.Y, a.X);
    return angle;
}

Z80 implementation of Atan2 routine example here

Once you have your angle (which is in radians) you can move towards it.

Code: [Select]
x += speed * Math.Cos(angle);
y += speed * Math.Sin(angle);

Z80 implementation http://www.cpcwiki.eu/index.php/Programming:Sin/Cos_calculation.

Of course there is always a compromise between speed and accuracy. It might be too slow for your needs. Anyway it's worth a try at least.