Author Topic: [Axe] Super Smash Bros. Open  (Read 382319 times)

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Offline Hayleia

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[Axe] Super Smash Bros. Open
« on: August 22, 2014, 07:20:43 am »
Finally, this project gets a topic ;D

So yeah, as some of you have already seen on IRC, I am working on a Super Smash Bros. Melee clone for monochrome z80 calcs. If you don't know that game, here's a link that may interest you.

Before annoying you with text, here's a screenshot of the current progress.


On that screenshot, you can only see one Fox moving. That's only because I don't want my left hand to play against my right hand but I checked, everything works with the other Fox too.
For now, they are played on the same calc (with different keys obviously) but for future versions, I was thinking about two solutions: either you use a second calculator as a pad without its screen being used or I use CalcNet as geekboy suggested. That's for future versions anyway, I have other problems to solve.

Now, why "Smash Bros. Open" ? Simply because of a play-on-words with "Open".
Those watching the tennis know that "Open" can refer to a competition, which fits a game such as Smash Bros. pretty well.
Those using Linux might think of open-source programs and other openness things.

To clarify that openness, let me give you an example. A question that I was often asked is "Will there be only Fox ?". And the answer is "Yes and no".
I will probably only make Fox. But the engine is really modular which (will) allow you to create your characters and play them ingame without even having access to the source code (they will be in appvars in other words). Even if you want to play as an invincible leek that one-shot with every hit !
As for the source code, it will probably be published (once cleaned up a bit) in order to allow people who want to add missing features (such as items) to do so.

Speaking of which, the source code is completely unoptimized, but it is done on purpose. This way, people who want to edit it can do so very easily instead of digging through my usual unreadable code (even though not necesarily more optimized :P ). In fact, the source code is currently 51092 bytes with comments and preproc constants, while the executable is not even 13000.

Another question people can wonder is "6MHz or 15MHz ?". And the answer is "both" for now.
What slows down the program most is drawing the map. So we can play at 15MHz with a "complicated" map, such as in the screenshot, or at 6MHz with a "simplistic" map that only contains rectangles. That's still a bit slower than the 15MHz version with the complicated map, but it is very playable in my opinion.

Credits
Badja for scaled sprite routine.
Matref for packing those routines into an axiom.
Quigibo and Runer112 for Axe.

Download
http://ti-pla.net/a110486

I think you'll easily guess the keys I use to control one of the Foxes. For the other one, the keys are the numpad, log and x2.

I don't see anything else to say for now so I'd say I'll answer questions if you have any ;D
« Last Edit: November 15, 2014, 07:19:17 am by Hayleia »
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Offline Keoni29

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Re: [Axe] Super Smash Bros. Open
« Reply #1 on: August 22, 2014, 07:25:51 am »
Looks awesome ;D I cannot wait to show my friends! They love smash bros too!
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Offline aeTIos

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Re: [Axe] Super Smash Bros. Open
« Reply #2 on: August 22, 2014, 07:37:56 am »
Still not using the right colors for the backgrounds of your screenshots
:trollface:
But pretty cool nevertheless :D
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #3 on: August 22, 2014, 07:39:03 am »
Thanks ^^

Still not using the right colors for the backgrounds of your screenshots
:trollface:
Well there is still improvement since purple :P
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Offline ClrDraw

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Re: [Axe] Super Smash Bros. Open
« Reply #4 on: August 22, 2014, 09:41:51 am »
The zoom effect is amazing  O.O
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #5 on: August 22, 2014, 10:44:23 am »
Thanks ^^
I am still improving the camera by the way. As you can see in that screenshot, it is no longer always centered on the characters, it also tries to get part of the map always in the field of vue. This helps a lot when you push someone off the bridge edge and try to recover after that since you still know where the map is.
(is that color better aeTIos ? :P)
Obviously, here, the effect is exagerated, no need to center the map more towards the map when the characters still are on the map.
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Offline Keoni29

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Re: [Axe] Super Smash Bros. Open
« Reply #6 on: August 22, 2014, 10:47:48 am »
Are grabs implemented yet?
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #7 on: August 22, 2014, 10:54:01 am »
Nope, but the way hitboxes (will :P) work, they will be possible. Hitboxes are actually not fuly implemented, There's just enough to show-off (:P) but it's far from being finished. That's also why not all attacks have hitboxes yet (plus the fact not all attacks are present yet anyway).

Also, if you don't know what to do with those demos, put yourself not far from an edge but not too close either, then Illusion towards the edge and try to cancel just in time to be as close to the edge as possible without falling :P


You can also try to place an UpSmash between the floating platforms :P
« Last Edit: August 22, 2014, 11:19:04 am by Hayleia »
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #8 on: August 22, 2014, 03:08:31 pm »
The zoom effect is really impressive. This will definitively make the gameplay experience much better. It looks awesome too :D

Now make sure to add Reuben as character. :P

Offline TIfanx1999

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Re: [Axe] Super Smash Bros. Open
« Reply #9 on: August 22, 2014, 08:42:45 pm »
This looks quite impressive, nice work! :D

Offline Sorunome

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Re: [Axe] Super Smash Bros. Open
« Reply #10 on: August 22, 2014, 08:44:02 pm »
Ah, you finally made a topic about this :P
It is just amazing :P

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Offline Juju

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Re: [Axe] Super Smash Bros. Open
« Reply #11 on: August 22, 2014, 08:59:58 pm »
Yep, it looks really impressive. Especially if you use Calcnet.

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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #12 on: August 23, 2014, 12:18:44 am »
Thanks all ^^

Now make sure to add Reuben as character. :P
Lol, I'll make a tuto and you'll be able to make it if you want :P
I have some time now but when September comes, I am not sure I'll be able to do anything more so I plan on working on the engine (and I make Fox to test the engine) but I don't plan on making characters.

Especially if you use Calcnet.
Well I don't use CalcNet yet. One of the problems with it being that (if I am not wrong) it is DoorsCS dependent. And I was planning to compile as an app to save RAM (matref should work on a routine to replace the current scaled sprite routine that uses SMC), which is incompatible with the "compile as shell" option. So I'd need to get CalcNet routines in my program. Maybe someone who knows how to make Axioms could work with Kerm to package CalcNet into a standalone Axiom (of course credits will be given to everyone) ?
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Re: [Axe] Super Smash Bros. Open
« Reply #13 on: August 23, 2014, 10:39:02 am »
Will you make a SSB3DS clone too? :trollface:
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #14 on: August 23, 2014, 10:59:15 am »
Actually, this would require minor changes to the engine, such as the way ledge detection works (which doesn't work yet :P). The rest would be character-related, not engine related ;)

And thanks :D
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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