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DS Misc > Wright Flight - Multiplayer Gravity Force style action

#104817 - ttursas - Mon Oct 02, 2006 10:23 pm

Me and my pals started to write a Gravity Force style clone for the DS on our free time. There's lots of work to do,
and currently you can't do much, just shoot the other planes, take damage and collide with the background, but we hope
that one day in the near future this will become one cool game. :)

Anyway, I'll post more news here later, but mean while check out the game at
http://www.villehelin.com/nintendoDS.html


Last edited by ttursas on Sat Apr 21, 2007 8:04 pm; edited 2 times in total

#104934 - Mrshlee - Wed Oct 04, 2006 1:30 pm

Seems to be multi-player only.. is there a single player edition and where are the servers?
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#104958 - ttursas - Wed Oct 04, 2006 6:23 pm

Yep, currently multiplayer only. We don't have any servers up anywhere, but that's why
I've included the server sources in the archive. :) First we'll do multiplayer, and after that
single player (with story).

Anyway, I'm working on much better menus, and after that come better server logic,
guns that damage the backgrounds, 3D planes, etc... I'll post more info here when I
release a new version.

#105096 - ttursas - Thu Oct 05, 2006 11:11 pm

This release brings lots of menu goodies plus bug fixes. Expect a new release with more
ingame features and friendlier network play this weekend.

Here's what's new in v0.0.5:

* New menu logic.
* Reworked the network configuration menu screen.
* Added key configuration menu screen.
* The client's IP is shown correctly.
* Removed alpha blending from the fading background layers, because it made layer jumping a bit confuzing.
* The settings are now saved in SRAM when changing the menu page.
* Some UDP packets can go and vanish, and this made some bullets to never die thus shrinking the bullet buffers until free space ran out.
* Fast acceleration is now even faster.


Last edited by ttursas on Sat Oct 07, 2006 9:34 pm; edited 1 time in total

#105331 - ttursas - Sat Oct 07, 2006 9:33 pm

Here's what's new in v0.0.6:

* Added version number into the save data. Only the latest save format will be supported in the coming releases.
* The client's IP will be reloaded from dswifilib after making a connection to an AP.
* Key input reading on the ARM7 side is done from the very first frame.
* Started to work on the game configuration menu screen (added gas and gravity).
* Keeping the layer change button pressed doesn't make your plane to change the layers more than once.
* When changing layers the front layer grows bigger before becoming the back layer.
* Added gas (meter and functionality).
* Changing layers eats gasoline.
* Now the player doesn't collide with the layer graphics while changing the layers.
* Made the camera independent (so the screen isn't centered on the player all the time anymore).
* Touching layer graphics will kill the player.
* Added respawning.

... and tomorrow I'll release 0.0.7 with changes on the server side. :)

#105334 - ttursas - Sat Oct 07, 2006 9:46 pm

Hey, who took those pictures that are on the Drunken Coders' www-site? Does it mean
that Wright Flight works in an emulator!? :D Which one?!?

http://www.drunkencoders.com/

I really need better pictures, the one I have on my www-site is taken by hand with a
Canon A70, and I can't get it to focus on the screen -> blurry pictures only...

#105439 - arog - Sun Oct 08, 2006 6:21 pm

Quote:
Hey, who took those pictures that are on the Drunken Coders' www-site? Does it mean that Wright Flight works in an emulator!? :D Which one?!?


That would be me. :)

At the moment, it only seems to work in a certain private emulator. :(

- Aaron Rogers
http://www.aaronrogers.com/nintendods/

#105471 - ttursas - Sun Oct 08, 2006 9:31 pm

arog wrote:

That would be me. :)

At the moment, it only seems to work in a certain private emulator. :(

- Aaron Rogers
http://www.aaronrogers.com/nintendods/


:( Hmm... :( Please, well, send me a screenshot or two! :)

#105472 - ttursas - Sun Oct 08, 2006 9:32 pm

Here's what's new in v0.0.7:

* Turbo acceleration eats twice as much gas as before.
* The gas bar is now divided into four sections, for clarity (as changing layers eats one section).
* Made the multiplayer game logic a bit clearer.
* Added lives.
* It's possible to disconnect from the game server during a match.
* It's possible to end a match on the server, and start a new one (no need to restart it anymore).

...

The game is still missing a lot of things, but hey, next week next version. :)

#105519 - arog - Mon Oct 09, 2006 5:31 am

Quote:
:( Hmm... :( Please, well, send me a screenshot or two! :)


http://www.rarhost.com/download-rzd47m.html

- Aaron Rogers
http://www.aaronrogers.com/nintendods/

#105565 - ttursas - Mon Oct 09, 2006 5:38 pm

Thanks for the screenshots! :) I'll update WF's homepage... And you'll get the credits for it
in v0.0.8's README.

#105577 - ttursas - Mon Oct 09, 2006 7:45 pm

Has anyone tested broadcasting in Wright Flight? Does it work? If I read the dswifilib
sources right it should work, but I guess that my D-Link DI-524 just doesn't broadcast
to Wifi channels... Anyway, have I fuxored it up, is the broadcasting option just waste of
space, or does it really work? :)

I'll be getting a better router, Zyxel, in a couple of weeks, but it would be nice to hear in
advance any experiences of broadcasting and dswifilib...

#105595 - retrohead - Mon Oct 09, 2006 11:36 pm

The private emulator is Ensata if you wanted to know but it is an official emulator released by Nintendo therefore you can actually get into some serious trouble for owning a copy and not being allowed to.

You can download it within seconds with the help of google though ><

#105653 - ttursas - Tue Oct 10, 2006 5:07 pm

I just ahem heard from a reliable source that the game runs quite badly in Ensata. :(
All alphablended particles are missing, and the front layer is actually drawn behind the
back layer... And the touch screen doesn't seem to work. Wifi, couldn't be tested. Sucks.

#106051 - ttursas - Sat Oct 14, 2006 6:29 pm

Here's what's new in v0.0.8:

* When the game is paused, PAUSE is written on the screen.
* Added third gun (currently second machine gun).
* It was possible to use the normal acceleration and turbo boost at the same time.
* Gas bar is drawn only if gas is enabled in the game configuration menu screen.
* Changed the way gravity works.
* Added a new menu page: PLAY, and compressed the tabs.
* Moved network play to PLAY menu page.
* Added animated menu hotspots (to show the user what he can really click).
* The menu screen scrolls up at the startup.
* The names and ready statuses of the players are displayed on the PLAY menu page.
* Added level selection to PLAY menu page, and the second test level to the game.

... In the next release you should be able to destroy the background graphics, and we
just might have real 3D planes in it. :) Plus network statistics etc.

#106326 - ttursas - Tue Oct 17, 2006 10:19 pm

Ugh, couldn't make all those promised additions to v0.0.9, so expect them in v0.1.0.
Anyway, here's what's new in v0.0.9:

* It's possible to shoot holes into the background layers with missiles.
* Fixed two nasty bugs in the collision detection code.
* The settings are now saved when changing a menu page, but only if the user has
changed some of the values that go into the save file (to limit the SRAM access).
* Added new explosion and smoke graphics.
* When a bullet hits anything, a small explosion is created.
* When a plane crashes, lot's of explosions are created, and the plane isn't drawn.
* Made all explosions bigger.
* Made the smoke grow bigger and vanish faster.
* Turbo boost consumes 50% less gas than before.
* All particles are now drawn on top of the layers.

... And v0.1.0 should be out next weekend.

#106427 - JonathanNash - Wed Oct 18, 2006 10:00 pm

Ha, excellent, i was part of a team that made a Gravity Force clone for the pc a few years back, it's good to see someone putting effort into one for the DS, keep up the good work!

#106699 - ttursas - Sun Oct 22, 2006 8:35 pm

JonathanNash wrote:
Ha, excellent, i was part of a team that made a Gravity Force clone for the pc a few years back, it's good to see someone putting effort into one for the DS, keep up the good work!


Thanks! :) In the next version there'll really be 3D planes and positional sound effects, and
more explosions, and I'll release it perhaps tomorrow... Have to sync with the other guys
before that.

I spent a lot of time playing Gravity Force clones on Amiga a long time ago. Cool games. :)
Always wanted to do one myself, and my friends agree. So this is our contribution to
the GF and DS scenes.

#106828 - ttursas - Mon Oct 23, 2006 8:40 pm

We'll take Wright Flight to IGDA's (Finland Chapter) pub evening tomorrow (24.10.):

http://igda.fi/?p=31#more-31

Come and check out the game there... :)

#106830 - ttursas - Mon Oct 23, 2006 8:57 pm

Here's what's new in v0.1.0:

* When the player has died three times, GAME OVER is displayed.
* Added manual zooming to game settings. If not enabled, the game uses auto zooming.
* When out of gas, machine gun shoots bullets less often.
* Missiles create bigger explosions.
* Enlarged big explosions.
* Added mines.
* Mines and missiles have limited supply (currently five per plane).
* Added support for creating circular holes in the background graphics (previously
only rectangles were supported).
* When the player's plane explodes, a circular area of pixels is removed from the
background graphics.
* Increased max gravity by 50%.
* Added some preliminary sound effects.
* Sound FX and the music can be turned off in the game configuration menu page.
* The planes are now 3D!
* Gravity is taken into account when dead reckoning the opponent planes.

This is what we'll demo at the IGDA pub night tomorrow. Well, there might be a couple
of new things tomorrow, can't tell you yet. :)

#107778 - ttursas - Wed Nov 01, 2006 11:10 pm

Ok, just released v0.1.1. Here's what's new:

* Made the planes faster, and easier to kill.
* The gravity works a bit differently now.
* Adjusted the way the plane moves.
* Made the sounds louder (master volume was at 50%).
* Made the camera move faster.
* When not accelerating, the plane slows down slower.
* When accelerating the frequency of the plane's motor becomes higher.
* Fixed a stupid bug in the RLE decompressor.
* All explosions that created holes in the background create now bigger holes.
* Added title screen.
* When the level is changed, bullets and planes are now reset.
* Added kill statistics.
* It's not possible to start a network match with just one logged player.
* Changing the server's IP address after connecting to an AP should work now.
* The hardware divider unit is now more often used.
* Added support for single layer 1024x512 and 512x1024 pixel levels, plus added two test levels.
* Adjusted the default settings to be more useful.
* Optimized bullet drawing.
* Mines got new graphics.
* Added 25-Oct-2006 dswifilib UDP bugfixes.
* Added preliminary plane selection screen.

Also, what's not on the list, is this new feature called "Wifi malfunction". :( Currently
multiplayer mode doesn't work at my machine. The game crashes after connecting
to the server / server PC. I set up a thread about this at

http://forum.gbadev.org/viewtopic.php?t=11594

All hints are more than welcome...

#107781 - ttursas - Wed Nov 01, 2006 11:23 pm

I'm dev'ving using M3-SD and M3-miniSD. If anyone tries network play using any other
homebrew device, please let me know if the game works on it or not.

#107862 - sonny_jim - Thu Nov 02, 2006 5:32 pm

Haven't played it yet, but is it anything like the old arcade game Time Pilot? Absolute classic. Oh, and I'm looking for a copy of Gravitation (yaroze game) for the PS2 if anyone can help me with that.

#107981 - ttursas - Fri Nov 03, 2006 7:24 pm

Well, I haven't player Time Pilot, but looking at its Wikipedia page I'd say Wright Flight is quite
a different game. More Turboraketti / AUTS than Time Pilot...

#108015 - strongesthylian - Sat Nov 04, 2006 5:13 am

This game looks amazing, but I really have no idea how to compile the server. =(
_________________
FW4 White DS with FlashMe v7
MPCF with 1GB SanDisk CF
Nintendo Wi-fi USB Connector w/ modified drivers

#108021 - ttursas - Sat Nov 04, 2006 10:11 am

Hmm, perhaps I should write docs about that. :)

Anyway, if you are running Linux, plain "make" in the server directory will do the trick. If you
are running Windows, install Cygwin ( http://www.cygwin.com/ ) with developer tools, and
again "make" in the server dir (from the Cygwin shell) is all you need.

The server should work on all unices, I guess, but haven't tried. And if you have Visual C++
or something like that, well, I have no idea, but I guess it shouldn't be hard. Anyway, if you
have never compiled anything and these few lines here don't help you, then ask your local
computer wizard. :)

#108033 - strongesthylian - Sat Nov 04, 2006 5:40 pm

What kind of developer tools do I need? C? I do have devkitpro and the developer tools for DS development, but when I try to compile, i get an error.

gcc -Wall -c -g -O0 -ansi -pedantic -std=c99 main.c
"make": gcc: Command not found
"make": *** [main.o] Error 127

What am I missing?
_________________
FW4 White DS with FlashMe v7
MPCF with 1GB SanDisk CF
Nintendo Wi-fi USB Connector w/ modified drivers

#108036 - ttursas - Sat Nov 04, 2006 6:10 pm

Ah, you don't need a cross compiler that compiles ARM for the DS on x86 machine, you
need just a normal C compiler for your x86, as the server runs on a x86 PC, the
server is just a normal PC program. Unless you run some Unix box, ofcourse... :)

Cygwin with developer packages (gcc, make, etc) is enough.

Also note that you'll have to select gcc etc. separately from the list when you install Cygwin
as by default no dev tools are installed AFAIK.

#108038 - Sausage Boy - Sat Nov 04, 2006 6:12 pm

Some kind of Windows C compiler. ttursas recommends Cygwin, but I must say I prefer MinGW, Cygwin is rather huge and bulky. DevkitPro only compiles for the ds, you need this to compile for the PC.
_________________
"no offense, but this is the gayest game ever"

#108040 - Lick - Sat Nov 04, 2006 6:44 pm

Hey ttursas, do you want to implement libcartreset to this project? I can help you if you want to. If you implement it you can set the keycombo START+SELECT to reset to the gbaslot device.

- Lick
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http://licklick.wordpress.com

#108042 - ttursas - Sat Nov 04, 2006 7:20 pm

Well, I've only used Cygwin, but it comes with a bash shell and works pretty nicely. :)
Anyway, choose your pick, MinGW might work even better if it's smaller and faster.

...

About libcartreset, hell, that would be nice :) Now that the network code crashes the
game I could do a quick reboot with that. I'm not using libnds or libfat, but I could link to
libfat as I'm pretty sure I'll soon have to use it... I'll give it a try.

#108051 - Lick - Sat Nov 04, 2006 8:25 pm

Do you use a fatlib of some kind? I think libfat needs libnds to function. I'm not sure though.
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#108054 - ttursas - Sat Nov 04, 2006 8:49 pm

Where can I find that fatlib? I think I have r19b installed but I can't find it in devkitARM's dirs...

I'm not using any fatlibs, just linking the datafiles into the .nds. Is there any FAT lib that
doesn't need libnds?

...

EDIT1: Found libfat on the SourceForge page, I'll download it and see if it works without
libnds...

EDIT2: Seems like libfat doesn't require libnds. I'll check if I can get libcartreset to work...

EDIT3: Hmm... libcartreset seems to require libnds? If this is the case, I can't use it.
Wright Flight doesn't use libnds. Even though libnds is a nice piece of software, I want to
do that stuff myself. :)

#108056 - Lick - Sat Nov 04, 2006 9:27 pm

I'll build a libnds indep. version in a sec..

*hold on*

EDIT: I hope this "nolibnds" version links correctly. Please try it out.
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#108061 - ttursas - Sat Nov 04, 2006 10:21 pm

Version 0.1.2 has a short CHANGELOG, but it's sweet:

* Removed TCP code from dswifilib, and changed the two framehdr[] arrays that were
allocated from stack to be larger and allocated from heap apparently fixing the network
play as it works again. Also rewrote memcpy() and strncpy() so that no libg is needed
for them by dswifilib.
* Bullets don't collide with planes that are exploding.

...

That's it! :D Anyway, the point in v0.1.2 is that the network play works again! :D Yay!

#108063 - ttursas - Sat Nov 04, 2006 10:29 pm

Hey Lick, thanks for the nolibnds version, I'll try it out asap! :D Wait for half an hour...

#108064 - ttursas - Sat Nov 04, 2006 11:07 pm

libfat seems to have libnds dependencies...

libfat.a(io_njsd.o): In function `_NJSD_init':
e:/projects/devkitPro/libfat/nds/../source/disc_io/io_njsd.c:127: undefined reference to `irqDisable'

libfat.a(io_njsd.o): In function `_NJSD_readSectors':
e:/projects/devkitPro/libfat/nds/../source/disc_io/io_njsd.c:487: undefined reference to `cardPolledTransfer'
e:/projects/devkitPro/libfat/nds/../source/disc_io/io_njsd.c:500: undefined reference to `cardPolledTransfer'
e:/projects/devkitPro/libfat/nds/../source/disc_io/io_njsd.c:513: undefined reference to `cardPolledTransfer'
e:/projects/devkitPro/libfat/nds/../source/disc_io/io_njsd.c:490: undefined reference to `cardPolledTransfer'
e:/projects/devkitPro/libfat/nds/../source/disc_io/io_njsd.c:521: undefined reference to `cardPolledTransfer'

libfat.a(io_njsd.o):e:/projects/devkitPro/libfat/nds/../source/disc_io/io_njsd.c:524: more undefined references to `cardPolledTransfer' follow
libfat.a(io_nmmc.o): In function `_Neo_SelectMMC':
e:/projects/devkitPro/libfat/nds/../source/disc_io/io_nmmc.c:106: undefined reference to `cardWriteCommand'

...

Uh, I thought it didn't depend on libnds... Anyway, I'll see what there are and if they are
simple enough I'll rewrite them myself.

...

EDIT: Seems pretty simple. I'll rewrite that stuff...

#108065 - Lick - Sat Nov 04, 2006 11:13 pm

Hmm.. Bumma! Well, is there fatlib that -DOESN'T- depend on libnds? If there is, you can use that in combination with libcartreset_nolibfat version.
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#108067 - Sausage Boy - Sun Nov 05, 2006 12:17 am

Why on earth are you not using libnds? I can't see any reason as why someone would want to roll their own library, or are you doing something else?
_________________
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#108068 - ttursas - Sun Nov 05, 2006 12:43 am

I got it to work, but the libfat docs say that M3-SD is not fully supported, and reading is
disabled by default. Well, I have just M3 devices... :( Unh... Anyway, to be able to reset
to the GBA slot is pretty neat. I'll be needing a FAT support pretty soon, but until then
I guess I'll let it stay this way... Lick, expect to see your name in the THANKS sections
of the next version of Wright Flight. :)

...

Why I'm not using libnds? Well, it wants to hide the beautiful Nintendo hardware from my
hungry eyes. :) I just want hack the hardware myself, just for the kicks, and it's also
nice to stay partially independent at the same time. Anyway, doing so has taught me
lots of things... I've got nothing against the libnds guys, great work dudes! :) But I just
wanted to do it my way.

I've got lots of trouble for not using libnds, but hey, so far I've managed to survive. :)

...

Anyway, why write your software so that it depends on lots of things when you can get
away with less? For example libfat seems to need just three tiny functions from libnds.
Why not let the user define them? That way libfat would be 100% independent...

#108073 - Lick - Sun Nov 05, 2006 12:56 am

Nice and sexy!! Really great that you got it working, hehe.
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#108074 - Sausage Boy - Sun Nov 05, 2006 12:59 am

But libnds doesn't hide the hardware from you! It's just a set of defines and macro's, and a couple of useful functions which you don't have to use. Most likely, you've made defines for those very same addresses as well. What's the point? I agree that it's great for really learning the DS's hardware, but using it for your project? That's just me of course, Wright Flight looks great, so I suppose it didn't hurt ;)
_________________
"no offense, but this is the gayest game ever"

#108093 - ttursas - Sun Nov 05, 2006 9:27 am

Well, I don' t like that OpenGL wrapper, because the hardware really doesn't support
OpenGL that well. I guess you could as well write a DirectX wrapper with just triangle
drawing, etc... The biggest problem I have with libnds is that if we go about one year back
in time I had really difficult time getting it to work. I remember that afterwards libnds and
DevKitARM got some bugfix updates that fixed the problems I was having, but I was already
writing my own base. Then came dswifilib with its problems... :(

But the best thing about writing your own base is that you have the control over everything.
And hey, you can always add it to your CV. :)

#108118 - Sausage Boy - Sun Nov 05, 2006 3:10 pm

I really do agree with you on the 3d part, even if my solution would have been to use the defines in libnds and write my own functions instead of the ones in libnds.
_________________
"no offense, but this is the gayest game ever"

#108535 - ttursas - Thu Nov 09, 2006 11:11 pm

What's new in v0.1.3:

* Integrated libfat and libcartreset (press SELECT+ START to reset to GBA slot).
* The player plane doesn't zoom with the layers, when changing layers.
* Added machine gun sound.
* Machine gun bullets are now gray.
* The planes are now positioned nicer in the plane selection menu screen.
* The plane selection menu screen shows the plane stats (not yet in use, though).
* Animated the mines.
* You cannot change the level or the plane model when a network game is on.
* When changing the level, the plane model selection remains.
* If you get "CANNOT CONNECT" from dswifilib, it's possible to try again.
* Kill statistics are now saved on the server side.
* The player can scroll through these statistics on the PLAY STATISTICS menu
page, if there is a connection to the server.
* Redrew the test levels KUUSIKKO and AARRELAIVA.

...

What's broken in v0.1.3:

* When playing network matches, choose the same plane on every client. Will be fixed
in v0.1.4. I'll need to write a plane texture bank manager.

...

Changes:

* Lauri left the team. :( Unfortunately he didn't have the time for this project. But he might
surprise us with some small things in the future.
* The (project) name could change in the near future. It seems that Wright Flight is
already in use...

#108905 - ttursas - Sun Nov 12, 2006 11:19 pm

What's new in v0.1.4:

* Added texture manager for the plane textures, and now you can mix different planes
in network play.
* When changing planes while PAUSE is on, the plane is now correclty centered.
* Increased collision accuracy for the bullets (not for machine gun bullets, they are
handled simpler).
* Brought the two level layers closer to each other, and made the zooming less
aggressive.
* Background destroying wasn't distributed correctly between the players.
* The layer base color affects the planes, bullets and particles correclty.
* The front layer became darker after changing the layers for the first time.
* The player can choose the plane he wants to follow in the network play.
* Changed the network play logic a little. Now the client doesn't disconnect from the
server after the player has died. Disconnecting must be done manually.

#109465 - ttursas - Sat Nov 18, 2006 2:48 pm

What's new in v0.1.5:

* Added random variation to particle rotations.
* Optimized collision checks.
* Optimized bullet and particle managers.
* The planes can now collide with each other.
* Changing the levels cleared the network match player list.
* Added support for static particle emitters.
* You'll recieve damage for being near an exploding plane.
* Added third plane.
* The server doesn't send updates to clients that have disconnected from a match.
* The server autopings the clients once a second, and if a client fails to respond in three
seconds, it's declared dead.

#109475 - ttursas - Sat Nov 18, 2006 4:10 pm

The project needs more and better SFX. As Ilmari has devoted something like one hour
of his time to the project, I'm pretty much open for suggestions. Anyone out there want to
take his place with better (and more!) SFX? MOD music is also accepted... As long as
the stuff fits into the game, that is.

The prize? Get your name on the credits list and your stuff into the game. Currently
that's what the rest of us are getting...

...

We are doing this on our free time, so don't expect miracles, but do expect that the project
goes on and gets done, little by little. If you are willing to put a couple of hours into this
for the first two weeks and then just forget it, please don't waste our time. :)

#109488 - ttursas - Sat Nov 18, 2006 7:11 pm

We'll once again take Wright Flight with us to the next IGDA Finland's pub night,
tuesday 21st of November:

http://www.igda.fi/

Recoil Games will be sponsoring a couple of drink tickets there! :)

#109690 - melw - Mon Nov 20, 2006 10:30 am

ttursas wrote:
We'll once again take Wright Flight with us to the next IGDA Finland's pub night

Do they have wifi? Anyways, will bring my DS, so see you there! :)

PS. I could take a look at the sounds - although not having any DS Wifi library compatible hotspots nearby makes testing any multiplayer games hard atm. But let's talk more about this tomorrow...

#109715 - ttursas - Mon Nov 20, 2006 5:45 pm

Nope, they don't have Wifi there, but I'll be bringing my DI-524 AP there with me, along with
my laptop that'll be running the server. :) Just have a game with you that you can use to
configure the Wifi access, like Mario Kart.

Also, it might be that I'll release a new version this evening, depends if I get things done,
so keep an eye on the www-page.

About the sounds, you really don't need Wifi connection to hear the sounds. :) Markus is
also coding stuff without a Wifi connection, I'm the only one with two DS'es...

#109716 - FireSlash - Mon Nov 20, 2006 6:05 pm

In was going to run a wright flight server, but it will not compile.

Quote:
In file included from main.c:22:
game.h:5: error: syntax error before '/' token
game.h:16: error: syntax error before '}' token
game.h:16: warning: ISO C does not allow extra `;' outside of a function
game.h:33: warning: ISO C90 does not support `long long'
game.h:34: warning: ISO C90 does not support `long long'
main.c:26: error: syntax error before '/' token
main.c:29:34: invalid suffix "KBs" on integer constant
main.c: In function `gameReset':
.........
main.c:98: warning: unused variable `k'
main.c:98: warning: unused variable `m'
main.c:109: warning: statement with no effect
main.c: At top level:
main.c:116: error: `j' undeclared here (not in a function)
main.c:116: warning: type defaults to `int' in declaration of `outputBuffer'
main.c:116: error: ISO C forbids data definition with no type or storage class
main.c:118: error: syntax error before '/' token
.........
main.c:703: error: ISO C forbids data definition with no type or storage class
main.c:736: warning: type defaults to `int' in declaration of `close'
main.c:736: warning: parameter names (without types) in function declaration
main.c:736: error: ISO C forbids data definition with no type or storage class
main.c:738: error: syntax error before "return"
main.c:625: error: storage size of `outputBuffer' isn't known
make: *** [main.o] Error 1

_________________
FireSlash.net

#109719 - ttursas - Mon Nov 20, 2006 6:56 pm

You're not using C99 / the included makefile? -std=c99 needs to be defined, as I'm using
// comments, among other things...

#109739 - FireSlash - Mon Nov 20, 2006 10:44 pm

I used the included makefile.
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FireSlash.net

#109741 - Lick - Mon Nov 20, 2006 10:50 pm

Hey ttursas, I fixed the libcartreset support for Supercard Lite. It should now work on those cards as well.

libcartreset 0.72!
_________________
http://licklick.wordpress.com

#109742 - ttursas - Mon Nov 20, 2006 10:59 pm

FireSlash wrote:
I used the included makefile.


But it says something about C90 in the error output... Check out what compiler you are
using, and try to turn on the C99 support.

#109743 - ttursas - Mon Nov 20, 2006 11:01 pm

Lick wrote:
Hey ttursas, I fixed the libcartreset support for Supercard Lite. It should now work on those cards as well.

libcartreset 0.72!


Cool! I'll add that to v0.1.7! Thanks!

#109744 - ttursas - Mon Nov 20, 2006 11:06 pm

What's new in v0.1.6:

* Optimized collision checks.
* Added preliminary AI turrets. The AI is distributed evenly over the connected clients.
* Increased the default network send frameskip to 5.
* Client timeouts and exits are handled nicer now.

...

A short list, but the auto distributed AI load justifies a new release. :) Anyway, this is the one
we'll be playing tomorrow at the Finnish IDGA pub night, and drinking all that free beer
sponsored by Recoil Games! Yay! :D

...

Anyway, about the AI, if you are wondering, the calculations are distributed so that
each connected client (player) will calculate roughly as much AI stuff as everybody
else. If someone timeouts, no problem, the load is automatically redistributed. Works
nicely on my two DS's... Let's see tomorrow how it'll work with more. :D

#109772 - FireSlash - Tue Nov 21, 2006 4:27 am

64.5.53.253 <-- Wright Flight server.

You need to take -ansi out of your makefile, it overrides c99.
_________________
FireSlash.net

#109810 - Mrshlee - Tue Nov 21, 2006 12:06 pm

FireSlash wrote:
64.5.53.253 <-- Wright Flight server.

You need to take -ansi out of your makefile, it overrides c99.


Down like a fox!
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#109840 - FireSlash - Tue Nov 21, 2006 5:50 pm

Mrshlee wrote:
FireSlash wrote:
64.5.53.253 <-- Wright Flight server.

You need to take -ansi out of your makefile, it overrides c99.


Down like a fox!

Hmm? Looks like it's still up to me.

fireslash@li-253:~/servers/wrightflight$ ps -A | grep wright
24167 tty0 00:00:00 wrightFlightSer
_________________
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#109870 - ttursas - Wed Nov 22, 2006 1:16 am

FireSlash wrote:
Mrshlee wrote:
FireSlash wrote:
64.5.53.253 <-- Wright Flight server.

You need to take -ansi out of your makefile, it overrides c99.


Down like a fox!

Hmm? Looks like it's still up to me.

fireslash@li-253:~/servers/wrightflight$ ps -A | grep wright
24167 tty0 00:00:00 wrightFlightSer


Hmm, I also tried to ping your machine, but no response... ??

Anyway, after those five free drink tickets, and ten free beers (the tickets just multiplied)
I have to say that there are a couple of nasty bugs in the network code, plus we need
that level editor pronto as now all players start from the same coordinates, and as
collisions are on, if you have two players spawning at the same time -> explosions...

Plus Juha Impivaara joined the team. :) Anyway, have to start to work on those fixes...
The game is lacking something. There are lots of elements inside, but still, something
is missing...

#109871 - ttursas - Wed Nov 22, 2006 1:18 am

FireSlash wrote:
64.5.53.253 <-- Wright Flight server.

You need to take -ansi out of your makefile, it overrides c99.


Thanks for the info, that'll be fixed in the next (0.1.7) release.

#110049 - ttursas - Fri Nov 24, 2006 10:59 pm

What's new in v0.1.7:

* Updated libcartreset to v0.72.
* Removed -ansi from the server makefile's gcc options.
* Made turbo boost a little slower.
* Halved the damage the planes take from colliding with each other.
* The network I/O is now also handled in the plane selection screen. Before it wasn't
and would lead to a timeout.
* All planes have white base color. Before each player would have its own base color,
but most colors just didn't work well.
* Made the gravity 25% stronger.
* If the player changes the plane while connected to the server (but no game is on),
the plane selection is sent to the server automatically.
* The online status of the other players is also shown on the play menu screen.
* Added sparkle and dark smoke particles.
* When a plane is low on energy, it'll start emitting dark smoke and sparkles.
* The weapons do now 33% less damage than before.
* Compressed network update packets.

...

v0.1.7 is mainly a bugfix release with also fixes in the playability. Expect more features
in v0.1.8 (like cooler HUD, smarter AI, and something extra as well).

#110808 - ttursas - Fri Dec 01, 2006 9:02 pm

Huh, bought today ZyXEL P660HW-D1 ADSL2+ router that also has Wifi. Anyway, with
this I can get a public IP to my DS machines, and I can run the Wright Flight server
on my PC that has also a public IP. This I couldn't do with my old D-Link DI-524. No more
that local network sadness. :)

#110810 - ttursas - Fri Dec 01, 2006 9:07 pm

Me, Juha and Markus had a cool playing session yesterday. Decided on cool new
features, and tweaked the gameplay on the place. Anyway, v0.1.8 will be out on sunday,
and for the first time you should actually be able to have real fun with the game. :)

#111018 - ttursas - Sun Dec 03, 2006 6:28 pm

Here's what's new in v0.1.8:

* All the players are shown as online when they login to the server, not only after a match begins.
* After respawning, and at the start of a network match, the plane is invulnerable for five
seconds, unless the player starts firing.
* The plane doesn't move after respawning until the camera has reached it.
* If a player timeouts, but manages to recieve the timeout notice, his plane doesn't vanish.
* Changed the button configuration: Now there are two weapon buttons, one for the
machine gun and one for the special weapon. The third weapon button now changes the special weapon.
* Adjusted the gravity, made turbo boost faster, made turning faster while turbo boosting,
turbo boost eats 50% more gas.
* Plane to plane collisions do now less damage.
* Dropped the initial network send frameskip to 3, the optimizations seem to allow this
(or is it my new ZyXEL P660HW-D1 ADSL2+ router?).
* Once again the bullets are reset when a network match begins.
* Added hidden debug menu screen (press spot X on the credits screen).
* When starting the server you must specify the client timeout.
* Each plane has now its own collision region.
* Added new HUD graphics. Also the selected special weapon and the remaining bullets
are displayed on the HUD.

...

This version really doesn't bring that much new, but lots of tweaks to make the game
more playable. In v0.1.9 we might have that improved AI, real level data from the editor,
more tweaks, and etc...

#111424 - ttursas - Wed Dec 06, 2006 11:44 am

You'll also be getting two new multiplayer game modes, improved levels, some polish, and a
new weapon: bombs. :) Expect the next release to be out on next sunday.


Last edited by ttursas on Sat Dec 09, 2006 11:16 pm; edited 1 time in total

#111765 - ttursas - Sat Dec 09, 2006 11:16 pm

My older M3-SD died, it doesn't read the SD card anymore. :( I placed and order for a
replacement (DS-Extreme 4Gbit, should be pretty good for homebrew, no need to swap
any cards at all!), but I'll have to release that v0.1.9 tomorrow without properly testing
the multiplayer)...

#111833 - ttursas - Sun Dec 10, 2006 9:07 pm

Here's what's new in v0.1.9:

* The machine gun bullets have as good collision checks as the missiles.
* Made the menus look nicer.
* The mines get activated when there are no planes near them.
* You can collide with your own mines.
* Added auto rotation to the plane selection screen.
* All bullets and particles that occupy only one pixel on the screen are now rendered.
* Reorgazined the play menu screen.
* Added two new multiplayer modes: deathmatch and 10 kills.
* The HUD shows now 0 if you are out of ammo.
* When in plane selection screen, or while the game is paused, the master volume is 50% of the normal.
* Added "VICTORY!" and "DEFEAT" messages to the network play (and DEFEAT replaces the old GAME OVER).
* Cleaned up the HUD (and redrew PAUSE).
* You cannot pause the game during a network match anymore.
* Added bombs.
* Added free EWRAM, and the free ARM7 time to the hidden debug screen.
* The plane selection view is now in perspective.
* The HUD shows again the number of the remaining lives (if they are relevant for the current game mode).
* Added line-of-sight to the AI bots, and the turrets now fire at the closest plane that is firing that they can see.
* Added a little random to the AI turrets' targetting.

...

The next release could come out soon as Markus is working on the editor and the
export/import stuff as I type this. The IDGA pub night is once again next Tuesday, and
we'll be there once again testing the game in a totally unsuitable enviroment. :) Nintendo's
having some Wii demo stuff there, so it might turn out to something pretty interesting!

#112072 - ttursas - Tue Dec 12, 2006 11:28 pm

Here's what's new in v0.2.0:

* Added another multiplayer mode: 40 seconds (with a timer in the HUD).
* When a multiplayer match begins, "GO!" is displayed on the screen.
* Moved "VICTORY!", "DEFEAT", "GO!" and "PAUSE" a little up so that they don't cover the plane.
* After pressing "CONNECT!", "READY!" or "END!", the user cannot select anything in the
menus for one second. This is to prevent accidental double clicking.
* Bombs and mines didn't score kills, fixed that.

...

Not that much, but that's all for a while. I'll be preparing myself for my holiday, and taking that
holiday, so no more Wright Flight updates for the next three weeks. See ya!

#114547 - ttursas - Mon Jan 08, 2007 10:47 pm

Ok, you can expect the next release to surface on next Sunday. It'll have IMA
ADPCM compressed sound effects, Deflated graphics (ok, didn't follow the specs 100%,
the Huffman trees aren't that well stored), Markus should finally got the level data
exporting and importing to work, plus something else that's cool.

...

We are still looking for someone who'd do us sound effect and perhaps MOD music... If
you want to join the team, email us, or post something here. But serious people only,
please, no hangaround guys.

#114567 - tepples - Tue Jan 09, 2007 12:32 am

What musical style are you looking for?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#114815 - ttursas - Wed Jan 10, 2007 10:07 pm

Well, I'd like to have ambient music, but the other guys would like music with melodies.
Meaning that anything that fits the game. Just make some music that you think would
fit the game, and stuff it down our throats. :) We are going to have old and new planes,
and history and future style levels, so the range is big, and mixed. If your music is good,
I'm pretty sure it'll end up in the game. :)

Here's also a chance to experiment with the music. If you want to apply those MOD effects
to e.g. polka, violins, tango, go for it. :) Just don't do boring music.

Just for the record, all the other team members have so far done stuff that they'd like to
do for a game like this, but so that not all are against it. Or on some occasions I've coded
two mutually exclusive features, like gravity and !gravity flight models, if there's been
different opinnions about some features. And third flight model is coming in the near
future. :)

#115299 - ttursas - Sun Jan 14, 2007 9:39 pm

Here's what's new in v0.2.1:

* Added IMA ADPCM compression and playback for the sound effects. Currently only the explosions are IMA ADPCM compressed.
* Added Deflate-like compression to the toolchain, and Inflate-like into the game (didn't follow the RFCs 100%).
* It's possible to shoot holes into the background graphics with the machine gun by enabling the "ALL BULLETS DO HOLES" option.
* PAUSE status flag isn't saved into SRAM any more along with the other status flags.
* Added small explosions to plane collisions.
* Added water drop particles that collide with the backgrounds, and with each other.
* Fixed and optimized background collision data calculation.
* The plane attribute values in the plane selection screen were shown in wrong order.
* The plane attribute values are now used (minus weight). You can expect that the default values will go through a lot of tweaking.
* Decreased stack usage (especially the ARM7 of dswifilib was eating lots of stack).
* The special weapon selection remains when the player dies.
* On the network configuration menu page, it's possible to choose the number of the access point configuration in firmware (1-3) that the game uses.

...

Duh, well, Markus didn't have the time to finish the level data importer, so the levels are
a bit empty at the moment. :( Anyway, expect that to be fixed pretty soon. Hopefully in
the next release in a week.

#119122 - ttursas - Mon Feb 19, 2007 11:10 pm

What's new in v0.2.2:

* The project has a new name: "Explosion of an Aeroplane".
* Incorporated the dswifilib bugfixes (DSLite related) done on 11-Jan-2007.
* When the current special weapon runs out of ammo, the next one with ammo is automatically selected.
* Added third flight model: OUTER SPACE.
* It's possible to select the base color for the plane in the plane selection screen.
* Redrew the missile sprite, and flying missiles now emit smoke particles. The missile sprites are also rotated correctly.
* When out of gas, the turbo boost works as the normal acceleration.
* Added a template banner (icon) to the ROM, though it seems that M3 cannot show it. DS-X shows it correclty.
* Added support for delayed particle spawns (very easy to create a lot of particles that appear later).
* Added heat seeking missiles.
* It's possible to destroy the AI turrets with missiles and bombs.
* If you press L+R in less than 0.5s after your plane has started to explode, it fires some (50% chance per bullet) of
the remaining special weapon bullets into random directions.
* Made the zooming zoom more away from the playfield.
* The bombs get the plane's initial Y speed.
* Added enemy missile launchers.
* If you press the name of the level in the PLAY menu screen, the level will be reset.
* It's possible to zoom out and in into the plane in PLANE SELECTION menu screen using X and B, and corrected the Z-scaling.
* The plane selection and the plane colors are saved in SRAM.
* After respawning the plane is invulnerable during the first frame of the new life as well.
* Changing layers uses only 50% of a gas tank, not 100%.
* The level is reset when a multiplayer match begins.

...

I'm off to Egypt with Markus, to scuba dive once again! :) Anyway, in the next release
we'll try to do the following things:

* Add support for 1024x1024 4 color levels with one layer
* Double the level graphics via zooming
* Instead of gas the layer change could consume batteries
* Synchronize the play options so that all clients use the same settings
* The player should get minus points for killing himself
* Add a map screen

... and more levels, airports, etc?

#120595 - ttursas - Sun Mar 04, 2007 11:09 pm

What's new in v0.2.3:

* Starting a network match doesn't reset the planes any more.
* A suicide is worth one minus point.
* The missile turrets don't target invulnerable planes any more.
* Changing layers eats now batteries, and the batteries are recharged over time.
* Shrunk the plane graphics, and made the planes a little more agile to make the levels appear larger.
* Added layer check to bullet vs AI bot collision checks.

...

Not much new, but as v0.2.2 was a little bit broken, I decided to release v0.2.3 quickly.
Anyway, expect to see much more stuff in v0.2.4.

#120725 - jester - Mon Mar 05, 2007 8:20 pm

Some questions i would like to ask to ttursas:

Would Explosive of an Aeroplane be able to support a radar feature to track opponents?

And more Opponent able to compete in a match-up?

Maybe More Planes to choose from?

Create a Plane Mode?

Just some ideas that i have been thinking of
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#120738 - ttursas - Mon Mar 05, 2007 9:53 pm

Actually, take a look at the README inside the archive. I already planned to do that radar
(aka map) to v0.2.3, but unfortunately had to postpone it to v0.2.4, the next release. More
planes? Absolutely! :) Create a plane? Well, we are planning to do a "equip your plane"
menu screen where you can install guns and radars etc. to your plane, and they'll affect
how the plane handles (big guns are heavy, etc.)... Anyway, yes, sure, more features
in the next release! :D

#120826 - jester - Tue Mar 06, 2007 10:18 am

Thanks for listening!
_________________
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#122526 - ttursas - Mon Mar 19, 2007 11:56 pm

Sorry for the huge delay, but we've been busy doing other projects. I've been busy coding
a prototype of another DS game, but I'll finish that in a couple of days, which means that
I'm back in EoaA pretty soon! :) Anyway, we had a great EoaA testing session today,
and got lots of new ideas and found some bugs. The next version will be out on the 1st of
April, latest, will feature radar screen and lots of new stuff. Jaakko is back doing the graphics
(and some SFX as well?)...

#124171 - ttursas - Tue Apr 03, 2007 8:15 pm

What's new in v0.2.4:

* Key presses don't affect the plane while the player is configuring the keys.
* Made the mines larger, and now it's possible to shoot the mines.
* Added initial radar/map screen.
* Halved the damage in plane-to-plane collisions.
* Normal missiles do bigger holes.
* Once again shrunk the plane graphics, enlarged the level graphics to make the levels appear larger.
* Slowed down the heat seeking missiles a little, made them less agile, and added more random to their turning.
* The planes consume much less gas than before.
* Press L+R while the game boots to skip the loading of the saved configuration.
* Machine gun makes smaller holes.
* Added collectable items (machine gun boost, health and gas) that respawn.
* It's possible to boost the machine gun two times, from normal to heavy cannon, and from heavy cannon to laser gun by collecting the machine gun boost icons.
* By pressing down the both acceleration keys, the plane does super turbo (and consumes even more gas).
* Special weapon auto selection (when ammo runs out) can be toggled on and off in the game configuration menu screen.
* Random number generator is reseeded every time a level is reset.
* Pause works only while the client is not connected to a server.
* If a client timed out while connected to a server, but no game had been started, the client couldn't reconnect.
* Clients drop the connection when server timeouts (and the user can configure the server timeout threshold in the client).
* Gravity now affects the planes more, when turned on.
* The planes accelerate slower in space flight mode.
* Decreased the stack usage.
* Optimized bullet drawing (less overhead on the 3D hardware).
* Gravity is now calculated using the weights of the planes.

...

Jaakko failed to produce new usable graphics during all this time, and I had to draw the
collectable icons. Markus didn't get the airports to work 100% so I had to comment
them out from the code. Anyway, it could be that I'll be doing more GFX in the future to
get things done. Expect that v0.2.5 will have new multiplayer modes, new weapons, and
more GFX, and v0.2.5 should come out in two weeks.

...

Also note that I've moved my homepage to a new location (in case the redirection doesn't
work): http://www.villehelin.com

#126080 - ttursas - Thu Apr 19, 2007 9:58 pm

What's new in v0.2.5:

* The game screen now displays the changes in the connection to the server (CONNECTED, DISCONNECTED or SERVER TIMEOUT).
* Optimized HUD, bullet, collectable and particle drawing by using those geometry commands that reuse the previous Z.
* Redrew the HUD. The new one is more compact and takes less screen space. Also redrew the mines.
* Fixed scaling bugs in the HUD items.
* Exploding planes don't collect collectables.
* Collectables appear and disappear with a burst of particles.
* Cleaned up CHANGELOG.
* The gas and health meters in the HUD display the actual values with a small delay.
* Added brightness adjustment to the game configuration menu screen.
* The boot screen changes to credits screen when the first level has been loaded.
* Bombs, mines and missiles are activated a little later after being fired.
* Background layer airplanes aren't drawn on top of the front layer any more.
* Collectables are now drawn on top of the particles.
* Added a new multiplayer mode: collect stars (whoever collects all eight stars wins).
* It's not possible to change the menu screen while the boot screen is visible.
* Rewrote the code that checked who won and who lost in a network match.
* Made the red dot on the map a little brighter, so it should work better on the original DS.
* Added airports.
* Added cluster bombs.
* Incorporated dswifilib bugfixes (12-Apr-2007), and removed C99 style variable allocation from dswifilib.
* Recreated the planes using Blender, and now we have two versions of the planes: ingame planes with 55-65 triangles, and plane selection screen planes with 200-400 triangles each.
* Reprogrammed data sharing between ARM7 and ARM9.
* Y and A keys change the plane in the plane selection menu screen. Also adjusted the initial zooming and rotation values.
* The network match settings (level, game mode, all bullets do holes, gas, battery and the flight model) are now synchronized between the clients.
* When low on gas, the gas bar blinks, and when low on health the health bar blinks.
* If changing the plane model while the plane was exploding would make the plane remain as a fireball.
* Code cleanups: even less C99 style variable allocation from the stack, and made the interrupts use less stack.

...

Anyway, I redid the 3D graphics, and some 2D graphics (like the HUD), because Jaakko just couldn't
produce a thing. And now all the 3D is done using Blender, not with XSI. Markus
added the airports, so no more falling and crashing at the start. Enjoy! :)

#126081 - ttursas - Thu Apr 19, 2007 10:11 pm

I also updated dswifilib-wf, my version of dswifilib with just UDP support. I cleaned up the
code so it doesn't do C99 style variable allocation any more, and this seems to have made
it crash a lot less (haven't been able to crash the game since that).

#126098 - Dood77 - Thu Apr 19, 2007 11:59 pm

Good to see this still being updated!

#126101 - FifthE1ement - Fri Apr 20, 2007 12:12 am

Wow, great updated ttursas! What made you change the GUI?

FifthE1ement
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#126128 - ttursas - Fri Apr 20, 2007 7:18 am

Dood77 wrote:
Good to see this still being updated!


Yeah this is our hobby project number one at the moment, but as there's
still a lot to do, especially now that I'm also doing the GFX, things move
a bit slowly. But you can expect the next release in two weeks, once again. :)

FifthE1ement wrote:
Wow, great updated ttursas! What made you change the GUI?


Well, if you wait long enough and the GFX guys don't do a thing, then
you can feel a bit frustrated and take things into your own hands. Anyway
investing a couple of hours to the GFX did the trick and didn't feel like
work after putting hundreds of hours into coding.

#126399 - ttursas - Sun Apr 22, 2007 9:29 pm

It seems that there is some syncing problem in v0.2.5 (and in the previous versions as well),
and it makes collecting the stars a bit unplayable... Anyway, I'll make the protocol more
robust to the next version, among other things.

#128220 - ttursas - Wed May 09, 2007 8:39 pm

Here's what's new in v0.2.6:

v0.2.6 (09-May-2007)
* Updated to inflateTT-DS v1.2, so the data files are compressed a little better.
* Found a couple of places where C99 style variable allocation was used, and cleaned them up.
* When a player disconnects from a match all the bullets owned by him are deleted, so they don't appear as ghost bullets any more.
* Made the interrupts use even less stack.
* If the game server doesn't respond to a join message in 1.5 seconds, NO RESPONSE will be shown on the game screen.
* The player's plane starts from an airfield when changing the level, not from the current location.
* Gas is now blue.
* Collectables don't spawn so close to the walls any more.
* Remade the machinegun boost icon.
* Added collectable icons for mines, bombs, missiles, heat seeking missiles, cluster bombs and invulnerability, and collecting a weapon icon will grant the player three shots.
* Increased the collision distance for the collectables.
* Increased the rate at which the airports refuel the planes.
* The planes cannot crash to the airports any more.
* Airports don't attract the planes if they are turbo boosting.
* Decreased the amount of ammo the planes have when they spawn.
* Added priority to collectable allocation, so that if there is no free space in the collectables array and we need to spawn e.g., stars, we can overwrite less important collectables.
* Added quick turning.
* The player doesn't lose lives if he isn't engaged in a network match.
* Added a new level: ROME.
* Increased the maximum number of particles.
* Cleaned up MUSTIKKA's level graphics.
* Optimized collision checks.
* It's possible to collect nine bullets to each special weapon.

...

Next release will add new graphics (a new level, a new plane, or both), and some new
features, like always. You can also expect fixes to multiplayer modes as well. Anyway,
got to check out PSP homebrewing as well, got the devkit and examples compiled... :)

#128251 - Dood77 - Thu May 10, 2007 12:01 am

ttursas wrote:
Anyway,
got to check out PSP homebrewing as well, got the devkit and examples compiled... :)

Are you gonna make a PSP version that will be compatible with the DS one? That would be monumentally cool.

#128263 - tepples - Thu May 10, 2007 2:04 am

Dood77 wrote:
Are you gonna make a PSP version that will be compatible with the DS one?

Only Sony can make a PSP version that runs on a PSP new in box.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#128279 - ttursas - Thu May 10, 2007 7:45 am

Dood77 wrote:

Are you gonna make a PSP version that will be compatible with the DS one? That would be monumentally cool.


Not what I had in mind, but a cool idea! I was thinking about just doing
something small, like a small puzzle game, just to check out how PSP
works. Looking at the example projects that come with the homebrew
devkit, I'd say it's pretty to work with, but let's see.

Anyway, I could try to port that small game to DS, and add a player vs
player mode over the internet to it. And then perhaps port the client
to Linux as well. :) Hell, I kinda like the idea.

#128355 - Dood77 - Thu May 10, 2007 11:22 pm

Heh, DS to PSP to PC... that would be amazing stuff...
And tepples... You mean that new out of the box PSPs can't run homebrew? I knew that people had to spend time on each new firmware release to find exploits and such but do you mean that new PSPs have a perfect security system?
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#128379 - tepples - Fri May 11, 2007 1:56 am

Dood77 wrote:
And tepples... You mean that new out of the box PSPs can't run homebrew?

Correct. New PSPs have 3.10 or later firmware, which has not yet been cracked, and there's no guarantee that it will be cracked before PSP homebrew becomes irrelevant.[1] The DS, on the other hand, is still at a comparative version 1.50.

[1] PSP homebrew becomes next to irrelevant once Pocket PC devices become powerful enough to run ported PSP homebrew at full speed. Microsoft has shown no intent to put lockout on consumer products running Windows Mobile OS, except for smartphones.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#128396 - Dood77 - Fri May 11, 2007 5:10 am

Well there is the fact that most of those Windows Mobile devices will be much more expensive, and by the time they aren't, the next PSP will have arrived. And I guess by 'full speed' you're saying it's already popular to do this?
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#128437 - tepples - Fri May 11, 2007 1:22 pm

Dood77 wrote:
Well there is the fact that most of those Windows Mobile devices will be much more expensive

Google Product Search (formerly Froogle) shows entry-level Pocket PC hardware manufactured by ASUS for under 250 USD, comparable to the price of a PSP given that it's not subsidized by a console maker or a mobile phone network operator. The extra money you pay for a Pocket PC goes toward keeping the lockout turned off.

So will Wright Flight be ported to Pocket PC?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#128438 - Lick - Fri May 11, 2007 1:27 pm

tepples: hardware can be compared to hardware, but you can't compare the target audience in the same way.

The DS and PSP tend to attract gamers (fuck the "media capabilities", really), where Pocket PC doesn't. If I read something like "Final Fantasy 7 ported to handhelds", I wouldn't expect the handhelds to include Pocket PC.

So in other words, the PSP is probably more interesting than Pocket PC to port Wright Flight to than Pocket PC. Not because of the hardware, but because of the audience.

#128439 - tepples - Fri May 11, 2007 1:54 pm

Lick wrote:
the PSP is probably more interesting than Pocket PC to port Wright Flight to than Pocket PC. Not because of the hardware, but because of the audience.

But what licensed publisher would take it?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#128570 - ttursas - Sat May 12, 2007 9:23 pm

Uh, I'm not porting Explosion of an Aeroplane / Wright Flight anywhere, at the moment. :)
I've almost done my tests with the PSP homebrew devkit, and it looks like porting WF
to PSP wouldn't be that difficult code wise. But the PSP version of WF would require a new GUI...

Anyway, what makes more sense (at least to me) is to keep WF on the DS, and start
working on another game that's designed so it can be ported to DS, PSP, Pocket PC,
Linux, Windows, etc... I'm not letting WF go, but another side project involving
multiplatform multiplayer would be cool.

...

And about pushing WF to publishers, we haven't planned doing that.

#128584 - Dood77 - Sun May 13, 2007 3:14 am

tepples wrote:
Lick wrote:
the PSP is probably more interesting than Pocket PC to port Wright Flight to than Pocket PC. Not because of the hardware, but because of the audience.

But what licensed publisher would take it?

Oh, you know what we mean. Just because new PSPs can't be hacked yet doesn't mean all PSP homebrew has to be abandoned.

#142971 - ttursas - Mon Oct 15, 2007 6:52 pm

This project has been on hold for quite some time now, and I'm trying to resurrect it. As I
need to take it easy (too high blood pressure) I can't code much at the moment, but I've
started to draw stuff. Anyway, I posted a preview on the EoaA site of the coming poster. :)

Also on my Nintendo DS page there is this Sukka Racer, a small racing minigame. C++, GPL. Codewise it doesn't make sense, as no-one would code a game for NDS that way. :D

http://www.villehelin.com/nintendoDS.html

#145917 - melw - Sun Nov 25, 2007 4:46 pm

ttursas, how about making a local wireless version of the game? (using lobby library)

#147063 - ttursas - Thu Dec 13, 2007 10:59 pm

Well, damn, I once again went to code other stuff on my free time. :P I hope I can release a new version of EoaA this year. Currently I'm adding new stuff to WLA DX (haven't touched it for a year)...

Anyway, I've been away from the NDS scene for some time, but someone's managed to get the adhoc comms to work, at some level? Awesome, I need to check it out. :) But I think the EoaA clients would need partially new comms logic, if I switched to that lobby library.

Anyway, thanks for the info. I really need to catch up on the NDS scene, and try out that lobby library.

#147221 - jester - Sun Dec 16, 2007 2:49 pm

I hope Wright Flight comes back since I absolutely love it!
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#154699 - ttursas - Sun Apr 20, 2008 2:43 pm

Yeah, well, it's been a while since the last update. Markus wants to continue programming the game, and so do I, so after I'll set up a SVN server you might see new updates. I'd love to do Wii/XNA coding as well, and I've been away doing flash homebrew stuff, so let's see... :P So much to code, so little time.