12/09/03

Permalink 12:00:00 pm, Categories: Fury of the Furries, Progress, 437 words   English (UK)

Newsletter

Hello all,

I took a break at the start of this week, and rather than concentrating on the game, wrote some useful tools. These are now available on the website submarine.org.uk/projects/fury/files.php in the tools section at the bottom of the page. Basically some simple programs to manipulate .dat files. Audun in particular was interested in seeing what was inside them. cdat.exe represents the first file compressor that I think I've ever written, I'm pretty pleased with it.

Back on the game, this weeks build now responds to the mouse (I can only find one place in the entire game where it might possibly want a mouse, but I did it anyway). Mouse support is included on the Language selection screen.

Keyboard input is now accepted for the password entry. In addition to the hi-score style of password entry which I had to put in so that the game could be used on the dreamcast game controller, you can now type letters and digits as you might expect. The original game would respond to pretty much any key, including punctuation, but I have not implemented that simply because the passwords are only letters and digits.

The dreamcast version also responds to keyboard and mouse. I had to buy a dc mouse just to prove it.

Currently the game still expects a password, and I'm undecided as to whether to leave that in permanently. It still there for now, because it provides a test for the new keyboard code.

On the music front, a comment by Audun has really helped where I was stuck. I suspect that the 12 bytes of data describing the instruments in the .kmd files are in fact parameters to feed directly into the Yamaha sound chip in the Adlib soundcard. Some simple experiments should help me track down which parameters go where.

A more daunting task is to create an alternative synthesiser that I can drive under windows, and then also on the Dreamcast. On the dc however, I might well write an independant synth program for the ARM sound processor, which I can load into sound ram and set running in the background. There's a lot to do in that respect.

The sound effects should be a lot simpler. The snd files are simply iff files without headers, and the iff files can be converted byte by byte into .wav files, so I might be able to get sound, at least on the Win32 build within a week or two.

The latest builds are available on the website. 0.1.0.770 for Windows and 0.1.0.769 for the Dreamcast.

Bye for now

27/08/03

Permalink 05:13:00 pm, Categories: Fury of the Furries, News, 54 words   English (UK)

Making good headway

The Fury project is well under way now.

Apart from the sound, I've got the bulk of the platform specific code out of the way and progress is a great deal quicker.

I've almost finished the language selection screens, and so I'm hoping to make a start on the game proper during next week.

Permalink 12:00:00 pm, Categories: Fury of the Furries, Progress, 57 words   English (UK)

Fury project

I tried a number of different graphics cards today and had a bit of a shock. Whilst my Voodoo was perfectly happy with what I've been doing, the majority of cards just show white blocks. It was a simple fix, but it took a long time to track down the problem. I think it's all sorted now.

20/08/03

Permalink 12:00:00 pm, Categories: Fury of the Furries, Progress, 37 words   English (UK)

Timer test available for both platforms

This differs from the Intro test really only in that it now uses a real time clock to synchronise the frames and does not rely on your graphics card frame rate.

13/08/03

Permalink 12:00:00 pm, Categories: Fury of the Furries, Progress, 42 words   English (UK)

Intro test available for both platforms

The complete animation for the intro movie is done. Fade up and fade down, varying frame rates for the different sections and synchronisation to the screen frame rate.

Still left to do: sound effects and music.

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