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Ustrat

From GameBrew
Ustrat
Ustrat.png
General
AuthorTim Seidel (Mighty Max)
TypeStrategy
Version2006
LicenseMixed
Last Updated2006/05/21
Links
Download
Website

Ustrat is an unnamed real time strategy DS project in its early stage.

Installation

Download and extract file.

Copy the files either (a) to the CF/SD-cards root or (b) to the folder /ustrat.

Controls

Select - Switch to map and build-mode

Start - Pause switch

L+Stylus - Drag the view port around (play mode)

Stylus - Select and command units (play mode), Move view port on the map or build new units (map mode)

Screenshots

ustrat2.png ustrat3.png

ustrat4.png ustrat5.png

Compatibility

Require a FAT-device. Tested by the author on Dualis.

Changelog

2006/05/21

  • Fixed a tree sorting bug introduced with the 20.05.06 version.
  • Modified guilayer->Close() to actually remove the layer from the gui (mem save).
  • Fixed GE_TIMER not passing GUI on event.
  • Fixed: wrong stack & link register shown on crashdbg.

2006/05/20

  • Speeded unit enumerating functions and reduced stackload.
  • Added first gui implementation for menu's.
  • Ip settings are no longer hardcoded.
  • Ip settings are now loaded from & saved to "net.conf".

2006/05/19

  • Fixed darkenscanline did randomly (wrong flag-check) not modify the first pixel.

2006/05/18

  • New map option VIEWPORT=(x,y) to set the starting viewport.
  • Added internal volume control for soundstreams (for upcoming options menu).
  • Added internal volume modifier for all effects (max effect volume).
  • Added custom gametimers (in preparation for time caused events).
  • New map option MAPNAME= to name a map (will be shown in multiplayer or saves).
  • Started to work on the hosting list.

2006/05/17

  • Fixed all compile warnings (no more compiling spam).
  • Fixed a long searched error in the sorted tree (possible invalid return of GetBrother()).
  • Added more test functions to multiplayer test (atm IP & Such are hardcoded according to my test environment).

2006/05/16

  • Fixed timing issues with streamed sound/increased the rinbuffer size.
  • Added more failure checks to streaming, new control functions (Stop,IsPlaying).
  • Fixed a mode wrong wifi mode while scanning for APs.
  • If the game finishes, the current sound stream is stopped (it endlessly looped the last cache before).
  • The multiplayer test should now be able to associate to any not wep-protected AP.

2006/05/15

  • Each building unit can now only invest in one build at a given time.
  • If a routing fails after the way was blocked just infront of the unit, the unit ai waits 1sec till retry.
  • Sound streaming added. Any 11025Hz 16bit PCM mono WAV file named sfx/stream.wav will be played once on gamestart.

2006/05/14

  • Fixed exception stack.
  • Fixed crash when IRQ appears walking through a sorted tree (increased stacksize).

2006/05/13

  • Added crash debuginfo, which prints out the registers content at crash situation (not including not terminated loops).
  • Added (partitial) debuginfo on R+L+A+B keypress, showing the current SVC-mode location (for detecting not terminating loops).
  • Added diagonal directions to moving animations.
  • Found new restrictions to the routing algorithm, guess have to change it later.
  • Added tank.
  • Buildings can now attack too. All buildings with a noticeRange set will attack.
  • Units will drop its target, when a dropRange is set, and the distance to its target exceeds this range.

2006/05/12

  • Speeded up the no-route-to-target recognizing.
  • Fixed units using the wrong animation. Units allways faced the target, now they face the next steps location.

2006/05/11

  • Updated some of the ingame gfx with the rendered versions.
  • Reduced the stack-load of .lst parsing functions.
  • Speeded the routing function a bit.
  • Fixed a routing crash.
  • Fixed a rout-failure when target or startpoint is marked as non-passable.
  • Buildings are not selected in multiselectings anymore.

2006/05/09

  • Added unit-routing (yet releatively cpu intense).
  • Fixed another mem leak (24Bytes per Frame).
  • Added a debug mem output (bytes allocated for user/bytes in chunks allocated for malloc).

2006/05/06

  • Resource producing units.
  • Fixed a bug placing buildings with id bit0 = unset.
  • Modified gameTimer to allow it to be fastened/slowed-down at any time.
  • Added resource commands to .maps (STARTMONEY, ONEVENT GIVEMONEY).

2005/05/04

  • Changed movement command. The units keep their formation.

2005/05/03

  • Added system independed unique numbers to units, allowing them to be addressed in multiplayer mode.
  • Made party colors flexible.

2006/05/02

  • Added TERRAIN command to map for adding a single terrain image.
  • Fixed the (hopefully) last crash situation on dying units.
  • Created basic menu.
  • Fixed several problems on restarting a map.
  • Fixed several memleaks on a map cycle.
  • Restart of a map still hangs.
  • Added first network code (init & find AP).

2006/05/01

  • New events: MAP_COMPLETE, PARTY_UNITS_KILLED, PARTY_BILDINGS_DESTROYED.
  • It is possible to build building now.
  • Fixed an issue preventing a unit beeing able to build itself.
  • Added the building placement.

External links

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