More actions
m (Text replacement - "Category:DS homebrew applications" to "") |
No edit summary |
||
(3 intermediate revisions by the same user not shown) | |||
Line 8: | Line 8: | ||
|version=a.01 | |version=a.01 | ||
|license=Mixed | |license=Mixed | ||
|download=https://dlhb.gamebrew.org/ | |download=https://dlhb.gamebrew.org/dshomebrew2/nds_bullet_rel.zip | ||
|website=http://rel.phatcode.net/junk.php?id=107 | |website=http://rel.phatcode.net/junk.php?id=107 | ||
|source=http://rel.phatcode.net/junk.php?id=107 | |source=http://rel.phatcode.net/junk.php?id=107 | ||
Line 47: | Line 47: | ||
* Author's website - http://rel.phatcode.net/junk.php?id=107 | * Author's website - http://rel.phatcode.net/junk.php?id=107 | ||
* gbadev forum - https://forum.gbadev.org/viewtopic.php?t=17242 | * gbadev forum - https://forum.gbadev.org/viewtopic.php?t=17242 | ||
Latest revision as of 02:01, 21 August 2024
Bullet Rel DS | |
---|---|
General | |
Author | Relminator |
Type | Demos |
Version | a.01 |
License | Mixed |
Last Updated | 2010/07/10 |
Links | |
Download | |
Website | |
Source | |
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
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