04-29-2015, 11:21 PM
Has anyone made a Tetris clone for the NGPC? It seems like an obvious thing to want to port to the system.
Tetris?
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04-29-2015, 11:21 PM
Has anyone made a Tetris clone for the NGPC? It seems like an obvious thing to want to port to the system.
04-30-2015, 05:11 PM
(04-29-2015, 11:21 PM)wiegraf Wrote: Has anyone made a Tetris clone for the NGPC? It seems like an obvious thing to want to port to the system. I did, though controls ain't really good... you can find it here : http://www.planetemu.net/rom/snk-neo-geo...leipnir-pd
04-30-2015, 05:17 PM
(04-30-2015, 05:11 PM)Loïc Wrote:(04-29-2015, 11:21 PM)wiegraf Wrote: Has anyone made a Tetris clone for the NGPC? It seems like an obvious thing to want to port to the system. I'll check it out once my flash cart arrives! What was the biggest obstacle you ran into in terms of trying to refine the controls?
04-30-2015, 05:39 PM
(04-30-2015, 05:17 PM)wiegraf Wrote: I'll check it out once my flash cart arrives! What was the biggest obstacle you ran into in terms of trying to refine the controls? I didn't really tried to refine them ^^ I should have reworked the main loop, changing the way I handle the falling speed, and cleaning code, but... that was long ago... I did this port mostly to see if the ngpc could handle background animation during play, and wel... because a tetris game was missing too !
04-30-2015, 05:42 PM
(04-30-2015, 05:39 PM)Loïc Wrote:(04-30-2015, 05:17 PM)wiegraf Wrote: I'll check it out once my flash cart arrives! What was the biggest obstacle you ran into in terms of trying to refine the controls? Any chance of putting the code up on Github? I'd be interested to see how you implemented the game on the NGPC.
04-30-2015, 06:00 PM
(04-30-2015, 05:42 PM)wiegraf Wrote: Any chance of putting the code up on Github? I'd be interested to see how you implemented the game on the NGPC. I'll see what can be done, I could also mail them. . It's assembly only. The playfield is represented by a bit table (each line is a word), collision detection is done for each line of a filling block using a logical and function. If result is not zero, then pieces collides, so the move cannot be done. The main issue is the way I handle falling speed. When I started the developpement, I had no idea of the maximum falling speed I could achieve using vsync, the result was too slow to provide challenge, so I used a lazy way... Slower speed are achieved by waiting for 1 or more vsync, as fastest speed is achieved by moving a block 2 pixels downward instead of only one.
04-30-2015, 06:03 PM
(04-30-2015, 06:00 PM)Loïc Wrote:(04-30-2015, 05:42 PM)wiegraf Wrote: Any chance of putting the code up on Github? I'd be interested to see how you implemented the game on the NGPC. I see! That's quite interesting. Well, I'm afraid assembly coding is far beyond me so I wouldn't be able to do much with it anyways. I really only have experience with much higher level languages like Javascript, Python, Haskell, and Scala.
04-30-2015, 06:33 PM
(04-30-2015, 06:03 PM)wiegraf Wrote: I see! That's quite interesting. Well, I'm afraid assembly coding is far beyond me so I wouldn't be able to do much with it anyways. I really only have experience with much higher level languages like Javascript, Python, Haskell, and Scala. NGPC homebrew are mostly C or Assembly.
04-30-2015, 10:44 PM
(04-30-2015, 06:33 PM)Loïc Wrote:(04-30-2015, 06:03 PM)wiegraf Wrote: I see! That's quite interesting. Well, I'm afraid assembly coding is far beyond me so I wouldn't be able to do much with it anyways. I really only have experience with much higher level languages like Javascript, Python, Haskell, and Scala. I actually have done a little bit of C programming in the past, so I was thinking I could maybe jump into that. What is the advantage of going with assembly instead? Is it simply faster at runtime, or is dealing with compilation for the NGPC a hassle that makes going with assembly more convenient?
04-30-2015, 11:03 PM
(04-30-2015, 10:44 PM)wiegraf Wrote: I actually have done a little bit of C programming in the past, so I was thinking I could maybe jump into that. What is the advantage of going with assembly instead? Is it simply faster at runtime, or is dealing with compilation for the NGPC a hassle that makes going with assembly more convenient? When I got my Bung flash unit, I was only aware of a free assembly cross compiler that produced TLCS-900/H, that's why I picked assembly. I know there's a C compiler, but I never tried to use it. Moreover, I thought Assembly to be more instructive regarding hardware functions. |
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