I'm afraid I already did that in 2008...Norbert wrote:In theory, there is enough time for someone to figure out the compression algorithm.
(This should not be a big surprise after this, this, this, this, this, and this...)
No need to be afraid.David wrote:I'm afraid I already did that in 2008...Norbert wrote:In theory, there is enough time for someone to figure out the compression algorithm.
I did, back in 2008.Norbert wrote:So, did you ever look into the Sega Genesis (Mega Drive) version?
Sure. Maybe put it in its own thread.David wrote:If you're interested, I will post some more details later.
I sort of made the above promise, but I don't feel like spending too much time and energy on this.Norbert wrote:[...] I will also explain why I picked the GBC port and which coding challenges I faced and how I tackled them.
I've been using right shift (>>), left shift (<<) and bitwise AND (&) for legbop.Norbert wrote:I do.David wrote:Why do you use int<->binary conversion instead of bit operations? Do you find them easier to understand?
Code: Select all
/*** Set direction bit. Again, thanks Stack Overflow. ***/
arLevel[iByte]
^= (-iBit ^ arLevel[iByte]) & (1 << 7);
Already happening.Norbert wrote:On the other hand, a month isn't an overly long period of time either. I'm going back to working on my game, but if I ever feel like taking a break from that again, I might be up for spending another month in a similar fashion.
...and more or less finished already, with the recent beta release.Norbert wrote:Already happening.Norbert wrote:On the other hand, a month isn't an overly long period of time either. I'm going back to working on my game, but if I ever feel like taking a break from that again, I might be up for spending another month in a similar fashion.
All right, published that.Norbert wrote:I'm now working on an instructional video that explains how to use lemdop.
Finished that a week ago.Norbert wrote:I'm now going to work on popot.org, to make it possible for users to share and download SDLPoP replays.
I finally found (made) some time to work some more on my game. I've now finished most of its core functionality, including a main menu and the ability to save/load progress to 3 slots. The only 'big' thing that still needs implementation now is the functionality to use inventory items (that the player can already pick up, get an overview of, and even trade with NPCs) on things in the world. After that it's a matter of expanding and adding XML scripts that the engine then works with.Norbert wrote:I've temporarily stopped working on my Zeldaesque game [...]
How do you "make" time? With the "+" key in cheat mode?Norbert wrote: I finally found (made) some time to work some more on my game.
I played the first Zelda game (for NES, from 1986), by the way.Norbert wrote: I've temporarily stopped working on my Zeldaesque game [...]
That's interesting... I'm looking forward to it!Norbert wrote: I've now finished most of its core functionality, [...]
That sure would make certain things easier.David wrote:How do you "make" time? With the "+" key in cheat mode?
You could give The Talos Principle a try.David wrote:But every now and then, there is an exception and I complete some game.
Hey, I'm looking to play that game some time.Norbert wrote:You could give The Talos Principle a try.David wrote:But every now and then, there is an exception and I complete some game.
Then again, you wrote you never buy games (online).