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A complete rewrite of the author's bullet hell library for PC. Features and all Fixedpoint engine, very fast and data driven interface. ==Controls== A/B - Add/Remove Turret ==Screenshots== https://dlhb.gamebrew.org/dshomebrew/ndsbulletrel3.png https://dlhb.gamebrew.org/dshomebrew/ndsbulletrel4.png ==Changelog== '''2010/06/05''' * Enemy handler. * Explosions. * Collision detection. '''2010/05/26''' * Migrated the rendering engine to use the 3d core. * Optimized the rendering a bit using GFX_VERTEX_XY instead of GFX_VERTEX_16. (depth is managed manually) * Sprite rotation and clean stretch implemented * Coded and BASIC(Freebasic) UV coord auto generator for my sprite images for ease of loading. '''2010/05/08''' * Able to get the 3d core to so some 2d rendering. Which means almost unlimited sprites for me (bye bye 128 sprite limit.) '''2010/05/07''' * Sprites are in 2d (system can handle Vram and Ram based tiles in realtime). * 3d Background (the mode7-like floor and ceiling is using the 3d hardware). * Procedural 3d models (based on the supershape formula by Paul bourke). * Enemy entities uses fixed-point catmull-rom splines. ==External links== * Author's website - http://rel.phatcode.net/junk.php?id=107 * gbadev forum - https://forum.gbadev.org/viewtopic.php?t=17242
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