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NOIZ2SA PSP: Difference between revisions

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|version=0.8
|version=0.8
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/psphomebrew/noiz2sapsp.7z
|download=https://dlhb.gamebrew.org/psphomebrew/noiz2sapsp.7z?k33p0fil35
|website=https://www.dcemu.co.uk/vbulletin/threads/14096-NOIZ2SA-v0-8-RELEASED
|website=https://www.dcemu.co.uk/vbulletin/threads/14096-NOIZ2SA-v0-8-RELEASED
}}
}}
This is a PSP adoptation of 2D abstract shooter [http://www.asahi-net.or.jp/~cs8k-cyu/windows/noiz2sa_e.html Noiz2sa] originally developed by Kenta Cho for PC.
This is a PSP adoptation of 2D abstract shooter [http://www.asahi-net.or.jp/~cs8k-cyu/windows/noiz2sa_e.html Noiz2sa] originally developed by Kenta Cho for PC.
It was presented in the PSP News & Lik Sang 30 Day Coding Comp #1 (1st place).


==Features==
==Features==
Line 112: Line 114:
* DCEmu - https://www.dcemu.co.uk/vbulletin/threads/14096-NOIZ2SA-v0-8-RELEASED
* DCEmu - https://www.dcemu.co.uk/vbulletin/threads/14096-NOIZ2SA-v0-8-RELEASED
* PS2DEV - https://forums.ps2dev.org/viewtopic.php?t=3865
* PS2DEV - https://forums.ps2dev.org/viewtopic.php?t=3865
* DCEme - http://psp-news.dcemu.co.uk/psp30codingcomp.shtml


[[Category:PSP homebrew games]]
[[Category:PSP News and Lik Sang 30 Day Coding Comp 1]]
[[Category:Homebrew shooter games on PSP]]

Latest revision as of 02:08, 25 Haziran 2024

NOIZ2SA
Noiz2sapsp2.png
General
Authordeniska (DENIS)
TypeShooter
Version0.8
LicenseMixed
Last Updated2005/11/18
Links
Download
Website

This is a PSP adoptation of 2D abstract shooter Noiz2sa originally developed by Kenta Cho for PC.

It was presented in the PSP News & Lik Sang 30 Day Coding Comp #1 (1st place).

Features

  • High score saves.
  • Sound support.
  • Custom stereo soundtrack support.
  • Snapshots.

Installation

Download contains v8.0 by Deniska and a repacked version for 3.xx+ by toBusht.

User guide

Gameplay

Navigate your ship through barage of projectiles and shoot as many enemies as you can.

Collect enemy's energy cores to increase your score.

Extra ship is awarded at 200000 & 500000 points and every 500000 points after that.

Your ship's rotating shields can deflect some of the bullets. Only direct hit to the ship's core can terminate it.

You can fly over your enemies with out any damage to yourself.

Customization

You can customize the soundtracks by changing stg*.* files in the sounds sub-directory.

Currently the game should accept mod, s3m, xm & it formats.

Limit the #of chanels to 8 (4 preferred).

You can modify the gameplay by changing the enemys attacking patters.

The pattern files are in boss middle & zako subdirectories.

The files are in BulletML xml like language.

Controls

D-Pad/Analog - Navigate Menu, Ship movement

R - Select, Fire

L - Snapshot

Cross - Slow down ship's movement

Square/Triangle - FX volume control

Start - Pause, Resume

Screenshots

noiz2sapsp3.png

noiz2sapsp4.png

noiz2sapsp5.png

Media

NOIZ2SA PORT FOR PSP (xxdeniskaxx)

Changelog

V0.8

  • ogg vorbis support: original soundtracks by Kenta Cho provided for stages 1-5 and ENDLESS modes
  • tracker music support (s3m, xm, mod) is still in place (tracker music is provided for stages 6-10)
  • custom ogg, s3m,xm,mod music support: replace existing stg00.*,stg0.*-stg9.* files in sounds directory with your favorite music.
    • Note, that ogg decoding requires more CPU cycles. So you may want to keep tracker music for late stages of the game to make the game play smoother.
  • minor code optimizations.
  • You can reset the High Scores by deleting the noiz2sa.prf.

V0.7

  • tate mode: lot's of people requested this feature. More room for action & better scaling. looks and controls much like "Star Soldier".
    • Note: Desided to create a separate tate-mode version, since it's using different sized graphics. If you like the horizontal mode, stick to v0.6 for now.
  • Nicer graphics: customizable backgrounds, wireframe mode, semi-transparent shapes.
  • new blue color scheme. If you like the original graphics, ovewrite the files in images directory with the stuff from images_classic. You can still create your own color schemes/backgrounds/hud. Just edit the files in images directory.
  • 50% new soundtracks.
  • Menu graphics logic adjustments.
  • Numerous optimizations and bug fixes.
  • src code included.

V0.6

  • Color customization: all game color can be re-assigned by changing ./images/colors.txt file colors are in 8 bit RGB format (where R,G,B range from 0 to 255.
    • Note that actual display color components are in 5 bit format, meaning that colors (255,255,255) & (254,254,254) are going to look the same on the screen.
  • New color theme. Of course, if you don't like it, create your own or use the classic one by swapping files in images directory withthe ones from images_classic.
  • Side panels can be changed by editing corresponding images in ./images directory.
    • Make sure you keep the size the same & save images as 8 bit BMPs.
  • Expanded soundtrack support. Each finite level has it's own soundtrack now.
  • FX volume adjustment: get the perfect music/fx ratio with [SQARE] & [TRIANGLE] buttons during the game play.
  • Soundtrack playback in main menu.
  • New soundtrack added.
    • Note: you can still use any mod/s3m/xm/it files as your game music. Make sure that they have <8 channels, named propery & put in the sounds directory.
  • Rendering optimizations: frame rate is boosted from 20fps (v.05) to 30fps normal / 60fps wireframe mode. Wireframe mode can be enabled by setting "RENDER_BG 0" in ./images/colors.txt file. If set, background is not filled with color, which, in my opinion, creates a nice effect & saves lot's of CPU juice for boosting the frame rate.
  • Numerous bug fixes: it should not hange on exit anymore, play sound on extra life bonus and so on.
  • Source code, although not clean and highly unreadable, is released. Use the latest build of PSPSDK to build. You'll need to install a bunch of libraries from ps2dev.org prior to build.

Credits

The soundracks supplied with this release were collected from the WEB. All credit for them belongs to their respective authors.

External links

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