AgenaWorld 1.5 released
Since the installation of new forums on this site, I will use it initially to announce PSP stuff (like homebrew) like a blog.
To meet the deadline on a homebrew game competition, AgenaWorld 1.5 was released today. The major changes that this version offers is customizable fonts. All the fonts inside this version are hand-drawn (or pixeled) and is of the size 6x8. Also included inside the game is proportional sized fonts, but it is not fully coded yet, but the fonts do exist, and you can see it by outputting the game to the TV when running on the PSP Slim (it is part of the initial splash screen for the coding contest).
Other improvements (already somewhat mentioned) is the ability for the game to output to the TV when running on the PSP Slim. There was a problem running full screen size 720x480 pixels double buffered, so the game was tweaked for the maximum resolution possible without any artifacts: 640x384 and 720x320. These lower resolution settings were needed to overcome the inherent 2MB video memory limitation of the PSP (more info in a followup).
The thing that was bothering me about the game engine was that it is based on integer pixels for location and velocity, so in this version a ghost ship in the background was coded in to allow for more fine tuned floating point location and velocity. It feels more fluid, so the next version may have all the objects use this new algorithm.
This game has been put on the back-burner for a long time, but I am hoping that I am able to implement the 3D stuff for it eventually. The only problem is
that all the 2.5D and 2D algorithms were hand coded in software and the 3D stuff I can get working is using hardware accellerated API calls. Mixing them together causes a lot of problems, so for now the game only uses the software algorithms, and the 3D stuff will come when it comes.
There was a 1.4 released containing just the TV out (no custom fonts), not widely distributed though.
To download it just visit the edepot game page at http://www.edepot.com/game.html
To meet the deadline on a homebrew game competition, AgenaWorld 1.5 was released today. The major changes that this version offers is customizable fonts. All the fonts inside this version are hand-drawn (or pixeled) and is of the size 6x8. Also included inside the game is proportional sized fonts, but it is not fully coded yet, but the fonts do exist, and you can see it by outputting the game to the TV when running on the PSP Slim (it is part of the initial splash screen for the coding contest).
Other improvements (already somewhat mentioned) is the ability for the game to output to the TV when running on the PSP Slim. There was a problem running full screen size 720x480 pixels double buffered, so the game was tweaked for the maximum resolution possible without any artifacts: 640x384 and 720x320. These lower resolution settings were needed to overcome the inherent 2MB video memory limitation of the PSP (more info in a followup).
The thing that was bothering me about the game engine was that it is based on integer pixels for location and velocity, so in this version a ghost ship in the background was coded in to allow for more fine tuned floating point location and velocity. It feels more fluid, so the next version may have all the objects use this new algorithm.
This game has been put on the back-burner for a long time, but I am hoping that I am able to implement the 3D stuff for it eventually. The only problem is
that all the 2.5D and 2D algorithms were hand coded in software and the 3D stuff I can get working is using hardware accellerated API calls. Mixing them together causes a lot of problems, so for now the game only uses the software algorithms, and the 3D stuff will come when it comes.
There was a 1.4 released containing just the TV out (no custom fonts), not widely distributed though.
To download it just visit the edepot game page at http://www.edepot.com/game.html