#152386 - Duranmaru - Fri Mar 14, 2008 8:09 pm
Hey there. I had been playing Smash Bros (Melee and Brawl both) for the last few days, studying it, because I wanted to try my hand at writing a smash bros-clone, and then I found out about SmashGP, so I downloaded the source files, of which I promptly opened, and I discover that the spoken language of the author has carried over to their code. I can see what's going on, to a point, but the language barrier is throwing me for a loop. lack of commenting in the code doesn't help either, but I won't complain more than that.
So, I have some programming skills, I'd at least say I am competent with C. I also can do really lowpoly modeling and non-character texturing, though I might give it a shot, since the textures are restricted a bit on the DS, right?
I have some other features in mind, because after playing SmashGP, it seems to have been based on the original Smash Bros, and I wanna update it with some Melee and Brawl Features.(Teching, A button Smash Attacks, Dodging, Final Smash, etc) Also maybe throw some ad-hoc in there.
So what I need help with is mainly just figuring out this source code. I know what I need from it, but I don't know which is which. @_@
Edit: A sample of the code:
Seems to be not that hard, but it still throws me for a loop.
So, I have some programming skills, I'd at least say I am competent with C. I also can do really lowpoly modeling and non-character texturing, though I might give it a shot, since the textures are restricted a bit on the DS, right?
I have some other features in mind, because after playing SmashGP, it seems to have been based on the original Smash Bros, and I wanna update it with some Melee and Brawl Features.(Teching, A button Smash Attacks, Dodging, Final Smash, etc) Also maybe throw some ad-hoc in there.
So what I need help with is mainly just figuring out this source code. I know what I need from it, but I don't know which is which. @_@
Edit: A sample of the code:
Code: |
void assommeperso(int i, int duree) { perso[i].acti = -duree; perso[i].stat = 0; perso[i].stata = 0; if(perso[i].objet) { //On lache l'objet objet[perso[i].objet].dx = perso[i].dx >> 1; objet[perso[i].objet].dy = perso[i].dy >> 1; objet[perso[i].objet].porte = false; objet[perso[i].objet].prop = i; perso[i].objet = 0; } } |
Seems to be not that hard, but it still throws me for a loop.