Tuesday, July 30, 2013

arcade-game-source-code project update

I finally have enough of the movement engine implemented, so that all the enemies are able to make it successfully to their positions in the home formation. This includes the side-to-side and the "pulsing" components of the motion. Please see video below. I haven't shared many technical details about the project to this point (after all, the source code is there for all to see!). One comment I want to make about the video is that even though the title bar window has Mame32 on it, the game logic is not in emulated Z80 - it is all C-code. However, the program is linked to a cut-down version of MAME which takes care of the "machine" stuff, i.e. graphics and sound rendering.


2 comments:

  1. That's awesome work! I had exactly the same idea some time back for the arcade version of Space Invaders. I've done an almost complete disassembly (ie. almost fully commented) for another project (ported to the TRS-80 Model 4) but barely got started on the 'C' translation. I'll have to take a closer look at your method to see how I could adapt it to SI.

    Right now I'm about half-way through commenting the arcade Donkey Kong, and porting it to the Neo Geo. There are supposed 'disassemblies' out there, but none are as complete as I'd like.

    Keep up the good work! I'd love to be able to port your Galaga C code to the Neo Geo!!!

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  2. Thanks for your comments tcdcev. Porting the code to another platform is exactly what I had in mind.

    Apparently DK was done on a TRS/CoCo ... http://users.axess.com/twilight/sock/dk/ .. I contacted the author a while back but got no response.

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