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Releases: splch/pirates-folly

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@github-actions github-actions released this 14 Aug 00:37

Rolling release, rebuilt on every push to main.
Download pirates_folly.gb and open it in any Game Boy emulator.

16-bit Generation on More Devices!

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@splch splch released this 11 Jun 00:02

This release fixes some bugs and adds a lot of functionality.

  1. Uses hUGETracker to play music
  2. Enforces a 32KB ROM with MBC5
  3. Adds support for SuperGameBoy
  4. Adds color palette for GameBoy Color
  5. Uses 16-bit integers for map generation (65536x65536 map size)
  6. Changes name to Skullduggery

Metasprites and Beautiful Generation

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@splch splch released this 24 May 13:11

Terrain generation got a huge revamp due to moving to pure assembly. I had to drop support for Sega Master System and GameGear, but this is first and foremost a Game Boy game, so that takes priority. The generation algorithm is slightly faster but using metasprites is definitely the most performance-enhancing feature.

  • Metasprites
  • Faster and prettier terrain generation
  • Minor bug fixes

Fast Terrain Generation Performance + Big Bug Squashes

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@splch splch released this 08 Jan 03:53

The terrain generation is (probably) complete!

  • Menus and non-movement interactions use a timer delay (ease of use)
  • The long-lived diagonal-movement bug is finally fixed
  • Step counts accurately reflect diagonal and mountain movement
  • Variables use standard naming for C

Terrain Interaction

Terrain Interaction Pre-release
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@splch splch released this 04 Jan 01:49

Enemies will come soon, but before that, the game now has terrain interactions. You can't walk through mountains and water will pull you. I'm planning to add items like a climbing peg or peg flipper attachment to give control over those terrains, but that'll be for the future.

Working Item System and Decompression

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@splch splch released this 02 Jan 17:27

You can now equip weapons and pick up gold and maps across the terrain. Additionally, the items have some basic artwork; however, when I transition to 16x16 metasprites, they'll all change.

Enemies will be coming next!

I also enabled cross-compiling to all the systems GBDK supports. I'll only be testing .gb, though, so the other ROMs are just in case.

Items are placed and ready to pick up!

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@splch splch released this 02 Jan 00:57

This is an alpha implementation of item pickups, but they are efficiently generated which is great for the Game Boy. They don't disappear forever, though, so I might use Pearson's Hash for a history of 256 items.

Insertion needs to be very fast. Even though picking up an item can have a little sound effect or animation, each item that can generate can't have a value in the hash table. I think simply adding x and y to form the key will work well enough, but I'll verify that 😄

Anyways, I'm happy with the progress of this game and am really enjoying working around the limitations of the Z80.

Better Map Generation and Faster Execution

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@splch splch released this 31 Dec 18:28

Dare I say we have a usable map?

Huge thanks to help from the GBDK-2020 Discord server! The game runs much faster now and the biggest challenge (so far 😉), the map generation, is completed.

Next item on the to-do list is item placement.

That might come alongside item pickup but that's a different beast entirely.

  • it requires keeping track of what items have been collected (to not show them again)
  • im thinking of simply storing x×y for items picked up at (x, y) and just accept a limited number of items in the game

basic generated world

basic generated world Pre-release
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@splch splch released this 30 Dec 08:41
00759c6

the game finally has a working terrain generation algorithm

  • generation needs improvements though

it does not have items or enemies yet.

literally unplayable xD but theres some generation and visuals kinda

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@splch splch released this 29 Dec 23:04

lmao gl playing this