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* gbadev forum - https://forum.gbadev.org/viewtopic.php?t=17242 | * gbadev forum - https://forum.gbadev.org/viewtopic.php?t=17242 | ||
[[Category:DS homebrew demos]] | [[Category:DS homebrew demos]] |
Revision as of 07:00, 1 Mayıs 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