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Announcements And Comments > BulletGBA-5.0 released. (Bullet Hell Shmups)

#73704 - tekezo - Mon Feb 27, 2006 4:56 pm

Hi.

I submitted "bullet hell shooting game simulator" for GBA (especially, GAMEBOY micro).
This is practice tool for shooting games.
Please enjoy bullet hell anytime and anywhere with GBA.

http://gba.pqrs.org/bulletgba/

Thanks.


Last edited by tekezo on Mon May 21, 2007 3:41 pm; edited 3 times in total

#74100 - kinski - Thu Mar 02, 2006 12:23 pm

Reaaly nice project !

#74906 - tekezo - Wed Mar 08, 2006 7:08 pm

I'd released a new version of BulletGBA (Bullet hell shooting game simulator for GAMEBOY ADVANCE).
http://gba.pqrs.org/bulletgba/index.html

Changes from BulletGBA-1.0
  • Add new bullet hell patterns. (nearly +50 patterns)
  • Optimize GameEngine for speed. (almost all bullet hell run with no frame-drop!)
  • Misc changes.

You can play over 300 patterns of bullets now.
Please enjoy the abundant bullet hell variation!

#75020 - headspin - Thu Mar 09, 2006 3:34 pm

Really nice, I like the particle system in this. Where did you get the inspiration/algs for these?
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#75024 - keldon - Thu Mar 09, 2006 3:58 pm

Oh, I thought I commented already...

... Nice

#75025 - tekezo - Thu Mar 09, 2006 4:23 pm

headspin wrote:
I like the particle system in this. Where did you get the inspiration/algs for these?

This algorithm is named "Sprite Multiplexer" or "Sprite Doubler" which used in old game console like NES, MSX,...
It can display exceeded sprites by editing sprite info (a.k.a. OAM) in the hblank interrupt.

Using this algorithm, we can display 512 bullets at a time, though max number of sprites is 128 in GBA.

#78501 - tekezo - Fri Apr 07, 2006 7:10 pm

Hi.

I'd released BulletGBA-2.0. (Bullet hell shooting game simulator for GAMEBOY ADVANCE).

http://gba.pqrs.org/bulletgba/index.html

* Changes in BulletGBA-2.0
- Improve graphic engine. There is less flicker, less sprite disappear.
- Add SlowMode. (a.k.a kakusei in Espgaluda). You can toggle ShowMode by press START or SELECT.
- New Mode: Challenge Mode. (It is a mode that clears the barrage so as not to make a mistake).
- New Mode: BulletsMorph. (It is a mode that generates the barrage automatically).

Thanks.

#78736 - FluBBa - Sun Apr 09, 2006 10:08 am

Nice work so far!
Do you have any plans on doing a more full shoot-em-up?
Maybe just a few enemies that you can kill before they shoot out all the bullets?
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#78767 - tekezo - Sun Apr 09, 2006 5:30 pm

FluBBa wrote:
Nice work so far!
Do you have any plans on doing a more full shoot-em-up?
Maybe just a few enemies that you can kill before they shoot out all the bullets?

I want to add this function if "a technical barrier" and "the game balance" can be cleared.
Please wait for a while.

#79038 - The 9th Sage - Tue Apr 11, 2006 5:39 am

Wow, this is pretty cool. I like these types of games, so I must give you thanks for this. :)
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#79845 - hamilton - Sun Apr 16, 2006 10:16 am

bullet hell = true beauty!
yes a full "tate mode" vertical shooter is needed for gbmicro.
a port of NOIZ2SA or rRootage would be optimal.
i await the future of gba with great anticipation.

#79910 - Ant6n - Mon Apr 17, 2006 1:48 am

hey, how do you do that?
according to the dev'rs faq HBlank is 272 cycles - you cant do alot during that time. like copy a whole shadow ram...
...or do you keep a list of all sprites sorted by y-value and update just one... mmh that could work, but dont you run into trouble with visibillity priority?

#80068 - tekezo - Tue Apr 18, 2006 3:06 pm

Ant6n wrote:
hey, how do you do that?
according to the dev'rs faq HBlank is 272 cycles - you cant do alot during that time. like copy a whole shadow ram...
...or do you keep a list of all sprites sorted by y-value and update just one... mmh that could work, but dont you run into trouble with visibillity priority?

There is pseudo OBJATTR buffer in EWRAM. (sortedOBJATTR[512]).
So, we set DMA transfer from pseudo OBJATTR to real OBJATTR at VCOUNT interrupt.

We hold bullet-position-info and sortedOBJATTR separatory, and
sorting bullets by y-value in every frame.

I think that it can solve the problem of visibility priority by devising the method of sorting.

#81828 - tekezo - Tue May 02, 2006 11:05 am

Hi.

I'd released BulletGBA-3.0.

http://gba.pqrs.org/bulletgba/

* Changes in BulletGBA-3.0
- New Mode: Shooting Mode. (It is a mode that destroy the boss without miss).
- Refine graphic resources.
- Improve accuracy of BulletML interpretation.

Enjoy.

#85372 - tekezo - Mon May 29, 2006 3:39 pm

Hello.

I released BulletGBA-4.0.
http://gba.pqrs.org/bulletgba/

* Changes from BulletGBA-3.0
- [New Function] Replay function was added. You can record your game play into SRAM.
- Add Shooting Mode L.4.
- misc changes...

#87505 - Ant6n - Wed Jun 14, 2006 5:05 am

I looked at the sprite double idea for some time now, trying to come up with algorithms to do this in a cool way, drawing trees, lists and getting all into amortizing and stuff...
I just noticed that a hdma from internal to object ram to object ram, copying all 512 byte, or 128 words at a time, would take around (using gbatek's 2N+2(n-1)S+xI dma formula)

2*1 + 2*(127-1) + 2 = 258 cyles

This would be doable with the 272 hblank cycles.

This kind of makes the difficulty that i put in the whole task seem awfully combersome ... i mean stupid. Yet one question remains.
Is it doable like that on the actual hardware?

Anton

PS - i'd try myself, but ebay can be a bitch when the item is not as described.
PSS - there are three kind of mathematicians: those who cannot count, and those who cant...

#129286 - tekezo - Mon May 21, 2007 3:42 pm

Hi,

I released "Bullet Hell Shmups" BulletGBA-5.0.
http://gba.pqrs.org/bulletgba/


* Changes in BulletGBA-5.0
- The sound composed by Nullsleep was added.
- Graphics was updated.
- Shooting mode was remodeled.
- The compatibility of BulletML improved.
- Some BulletML was added.

Thanks.

#136228 - OSW - Mon Jul 30, 2007 10:09 am

wow, i tried this for the first time and it's awesome and addictive!

thanks very much

#170709 - HomocidalCanineK9 - Wed Oct 14, 2009 1:36 am

Amazing game! I like the music, and it really helped me get the hang of bullet hell!