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(no subject) [Jul. 18th, 2016|10:31 am]



Moved!
You can now find the new and improved development blog here:
http://www.cncds.worldoffokkers.nl/



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New Forum :) [Jan. 15th, 2007|01:50 pm]
Timminater has very generously offered hosting for the project and so I'm going to shift this blog over to his hosted site soon. I'll benefit from a new blog system, space to host files and a brand spanking new forum!

The forum is online now so get signed up and start posting! It'll be a great place to get everyones ideas, suggestions and feedback in one place without it getting buried in various comments.

Just follow the URL here: http://www.cncds.worldoffokkers.nl/forum/index.php
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A* Implemented [Jan. 11th, 2007|01:02 pm]
I implemented the basic A* algorithm last night and it's working fine. Next I'm going to expand the test, neaten the code and create a batch of different heuristics. I want to put them all into a single demo so you can switch heuristic whenever you want, and then compare CPU cycles and the paths for each one. When I'm done with this I'll more than likely release it as the next game test.

To give you a clue where it's going I'm planning an offline terrain analysis tool that will identify features on the map such as choke points and good places to build bases (near resources etc.) to help out the AI. It will also create higher-level node maps to ease the path finding and do other cool stuff.
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Game Code & Path Finding [Jan. 10th, 2007|12:55 pm]
Just thought I'd post what part of the game I'm working on right now... and it's the game! That's right I'm now starting to make headway into the actual game core, even though it's early days. The concepts of players (whether AI or human), armies, units, buildings, tech trees and more have been coded in. While I'm working on the game code I'm adding a VERY simplified rendering routine for it which basically involves coloured blocks. This will gradually be replaced by nice graphics as the game progresses. I still think the hardest part of this project will be to squeeze in all those nice graphics on the poor little DS, but it'll be a fun challenge.

I'm now starting work on the path finding, which is a very important part of an RTS. So far I think I'll go for the tried and tested A* technique with a heuristic friendly to a low memory/cpu environment. I'm looking at ways of sharing A* work between groups of units given the same destination to save CPU time and also ways of breaking up the task over consecutive frames.

This is the part of the project I've been really looking forward to, until now putting the framework in has largely been a pain, but actually writing the game is the fun part :) Oh and don't worry, I'm writing the code with network support in mind from day one. Though it won't be WiFi enabled for a good while yet I'm taking the first steps in that direction now.
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Third Test [Jan. 8th, 2007|04:04 pm]
Hi everyone, I'm now ready for the third test! This one is bigger now I have some of the basics nailed. There are Five tests embedded in the ROM selectable from a front menu. Sorry but to launch each test you'll have to reload the ROM inbetween. Please try each one and let me know how you get on!


> > > TEST OVER! < < <
As before this link will only be up for a short time


Expected Results:
Test A : Should say 'Test A Completed Ok!'
Test B : You should see sin wave text and coloured boxes scrolling around. You can adjust rates with the debug menu 'Fun' options.
Test C : Should show a palette in a grid.
Test D : Should show a colourful pattern of tiles, Red, Green, Blue, Yellow, Cyan, Magenta, White, Dark Red, Dark Green and Dark Blue which then repeats. Some of the original menu is visible through some of the red tiles.
Test E : Should show a pattern of greenish tiles, but is likely to just freeze the DS right now. Sorry! Just wondering if it's the same for everyone.

Notes on using the debug menu:
The 'Select' button hides/shows the debug menu. 'B' goes up a menu or cancels a modification. 'A' enters a menu or begins to modify a value. When modifying the menu cursor changes to a '!'. Use up/down to change the value.

PC Executable:
I've also included the PC executable that runs with SDL. I'm sort of interested to know if this works on everyone's computers. Spacebar = SELECT, Z = B button, X = A button.
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Happy New Year! [Jan. 3rd, 2007|01:41 pm]
Thanks for all the xmas messages, I hope you all had a great christmas and new years :)

There's a slight delay in the next ROM because my hard-drive has blown up! So I need a new one of those as well as a new homebrew cards.. great! Don't worry I've kept regular backups of the project so no work is lost.. thank god! Always remember to backup kids.

As for the DS-X I think I was right in waiting for a bit because a few new options have been revealed. The R4DS and the new SuperCard DS for slot 1. Which is best? I was thinking of getting one from here: http://usbextremeshop.com/index.php?cPath=24&osCsid=00c3cfb854ae9756c1195c5031d9f20b

Any advice?
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Thanks Again [Dec. 21st, 2006|12:07 pm]
Thanks everyone for testing the last ROM, though as I really expected it didn't work. I'm going to get a much better ROM to test next that will do several tests in one and hopefully give much more useful results... well squeezing that in between all the xmas shopping and festive boozing ;)
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Second Test [Dec. 16th, 2006|11:28 am]
Ok time for the second test! But don't get too excited about this one, I doubt very much it will work first time. This one should show a few test GUI screens like the one pictured below but it will probably just come up with two white screens. This will be the first proper test of the file system in use and also a different graphics mode (Mode 5). I've only ever tested this with Dualis so I can't be sure it'll work on the real thing.. but fingers crossed :)


>>> Test Over! <<<
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Thank You! [Dec. 15th, 2006|12:17 am]
Thanks to everyone who has responded so far to the first 'dirty test'.. It seems the file system initialised for the majority of those who tested it which is good.. though sadly not everyone. I'll have to find out why, but in the mean time I'll proceed to the next step soon :)
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Dirty Test [Dec. 14th, 2006|03:10 pm]
I've not ordered any new hardware yet as the new offering from the Super Card guys looks to be around the corner and I want to see if it's any good or not first. I've been wrestling this my current gear and it's driving me mad. I've still not found an effective work around, but after lot's of formatting, copying and recopying I can generally get the roms to work, but then the data is corrupted, very rarely do I get both rom and data ok at the same time.

It looks like I'm going to have to rely on you guys for now! I can't test my code on my hardware or emulator (crashes) so here we go, the first uploaded test, though it is complete arse ;p I'm interested to see here whether the fat system initialises and whether it can read from the other file in the zip. If successful hopefully the next test will be the GUI pages.... and then a map?

If it loads ok you should see a screen like below. When you hit the 'A' button the green block will advance a pixel to the right (just shows input works). If you press the 'SELECT' button the debug menu will appear. If it's working correctly the debug menu should look like the one in the screenshot.


Test Over!
(Updated link: Thanks Scorpei!)



Could people please download this rom and report on what happens? I'll have to take the link down after a little while to save bandwidth so be quick!
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