Versus Fighter for Nintendo DS

Slides:



Advertisements
Similar presentations
Using 2D sprite with OpenGL 2003 team Koguyue. Overview Motivation and basic concepts Advantages with using OpenGL Basic requirements of implementation.
Advertisements

BMP Hide ‘n’ Seek What is BMP Hide ‘n’ Seek ? –It’s a tool that lets you hide text messages in BMP files without much visible change in the picture. –Change.
UNIVERSITY OF KARACHI DEPARTMENT OF COMPUTER SCIENCE BSCS 514 KING OF FIGHTER GROUP MEMBER MUHAMMAD NOMAN SIDDQUI SYED BILAL RAZA TAHA HASSAN.
Digital Images in Java The structure of code and concept
How do games work? Game Workshop July 4, Parts Sprites/pictures Map/background Music/sounds Player character Enemies Objects.
Havok Physics May Ang CS 164. Overview Developed by Havok Also make several other development tools Version 1.0 SDK released in 2000 Currently on Version.
ART: Augmented Reality Table for Interactive Trading Card Game Albert H.T. Lam, Kevin C. H. Chow, Edward H. H. Yau and Michael R. Lyu Department of Computer.
1 COMP541 VGA Character Terminal Montek Singh Mar 1, 2007.
InDesign CS3 Lesson 3 Working with Frames. Using Frames Frames are containers in which you place graphics or text. Frames can also be used as graphic.
Creating a Hand-Drawn Animated Sprite. Sketch and Scan Create the initial image of your animated character by sketching in (possibly blue) pencil. Outline.
1 INE 1020 Introduction to Internet Engineering Tutorial 4 All about Lab 3 Prepared by Patrick Tsang 26/09/03.
XP Tutorial 1 Introduction to Macromedia Flash MX 2004.
XP Tutorial 9 1 Working with XHTML. XP SGML 2 Standard Generalized Markup Language (SGML) A standard for specifying markup languages. Large, complex standard.
Funativity CS 426 Fall Team Members David Smits – Lead Chintan Patel – Programmer Jim Gagliano – Programmer Ashleigh Wiatrowski - Artist.
META tag META tag is the element in the HTML that interacts with the search engines. It’s contain 2 attributes that should always be used: NAME: is an.
Group 3: Art Gallery Monica Almendarez Content/Project Manager Willliam Egle Technology Manager Christina Pié Usability/ADA Compliance Manager Mirjana.
Natawut NupairojAssembly Language1 Memory and Stack.
GAM 200 Club. How to Game Engine GAM 200 Club Zachary Nawar.
Graphic Image Editing Software. It removes White Backgrounds CS3 Fireworks is for Editing Non-Photo Images.
Graphics & Images What File Format Do I Use?. Graphics & Images …..are visual images presented on some form of media (drawings, print, web, digital video)
Game Creation in XNA CS470 Final Project Chris Ragland.
Games Development Game Architecture: Entities CO2301 Games Development 1 Week 22.
Why program retro machines? Aren't they obsolete? Why not do something more constructive?
Image #1 Getting Started
Overview  Basic requirements of implementation  Image resource  Texture mapping  Advanced requirements of implementation  KGL sprite class.
CS-321 Dr. Mark L. Hornick 1 Graphics Displays Video graphics adapter Monitor.
Exception Handling in C + + Introduction Overview of C++ Exception Handling Designing With Exceptions Exception Handling Philosophies Conclusion.
Title of your site Title of your page Text and images arranged on the page in the design of your choice. Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 Page.
STARTER Which program would you use to create a large (1000 x 1000 pixels) graphic? 5 minutes – explore these tools to see which you’d use: PhotoshopFireworksPaint.
Graphics Pipeline Bringing it all together. Implementation The goal of computer graphics is to take the data out of computer memory and put it up on the.
23/07/2016CSE1303 Part B lecture notes 1 Introduction to computer systems Lecture B01 Lecture notes section B01.
Open Office Writer Session 03 - Paragraph Problem
Microsoft Foundation Classes MFC
Objective % Select and utilize tools to design and develop websites.
Presenter Name: Mahmood A.Moneim Supervised By: Prof. Hesham A.Hefny
Graphical Output Basic Images.
Chapter 1 An overview on Computer Graphics
Figurative Language Learning Goals.
Game Architecture Rabin is a good overview of everything to do with Games A lot of these slides come from the 1st edition CS 4455.
Scratch Unit Overview We are going to look at computer programming and how to create your very own computer game The piece of software we will be using.
Game Loops + Part II Reference:
Outline Paging Swapping and demand paging Virtual memory.
Why to use the assembly and why we need this course at all?
The Stack Chapter 5 Lecture notes for SPARC Architecture, Assembly Language Programming and C, Richard P. Paul by Anu G. Bourgeois.
Chapter 1 An overview on Computer Graphics
School of Computer Science and Engineering
An Introduction to Spritesheet Animation
Perspective, Scene Design, and Basic Animation
Objective % Select and utilize tools to design and develop websites.
TerraForm3D Plasma Works 3D Engine & USGS Terrain Modeler
MIPS Assembly.
CS 240 – Lecture 18 Command-line Arguments, Typedef, Union, Bit Fields, Pointers to Functions.
Chapter 21 Hashing: Implementing Dictionaries and Sets
Game Loop Update & Draw.
Why use Binary? It is a two state system (on/off) which makes it simple to operate Even if degradation of current occurs (ie a slight drop in voltage)
Lecture 2 SCOPE – Local and Global variables
CS202 - Fundamental Structures of Computer Science II
Computer Instructions
Image #1 Getting Started
Games Development Game Architecture: Entities
Map of Human Computer Interaction
Oriented Design and Abstract Data Type
Cascading Style Sheets III B. Com (Paper - VI) & III B
Game Programming Algorithms and Techniques
Introduction to 3D Graphics
Lecture 3 – Data collection List ADT
Online Pogo Game Customer Service
Pogo Game Customer Care Helpline Number

Call Pogo Contact Phone Number and Enjoy Pogo Game
Presentation transcript:

Versus Fighter for Nintendo DS CS 470 Project Ian Roskam

Project Overview Goals Why Create a versus fighter for the Nintendo DS Make the engine reusable for future games Focus on basic functionality Why I am interested in game development Learn how to program on DS hardware Build a code base for a larger game project

Game Overview Only one player single match Basic moves available 8 characters and 7 maps Each character has unique attributes

Menu Hierarchy

Image Conversion Used GRIT to convert images Puts raw pixel data in halfword linear array Makes image loading faster .section .rodata .align 2 .global titleBitmap @ 65536 unsigned chars titleBitmap: .hword 0xADAD,0xADAD,0xADAD,0xADAD,0xADAD,0xADAD,0xADAD,0xADAD

Sprite Sheet 10x8 array of frames Characters have 80 frames each Frames are arranged in animation strips Strips are saved together on a single sheet image

Sprite Class Handles all image loading and animation of characters Provides methods to load a particular animation strip Pointer for each frame of animation

Delays Expected: Unexpected: Learning NDS 2D graphics hardware Refreshing on C++ programming Unexpected: Processing sprites into usable sheets Learning sprite manipulation

Conclusion Ambitious for a first project on new hardware I learned: More about C++, particularly pointer manipulation Poorly defined requirements make a project difficult to implement