Zipplet's Stuff -> Blog
If anyone has any suggestions for devices they'd like supported beyond the expected list please drop me an email and I'll see if it is possible
Also, I know the lack of updates... anyway I added a page for the lithium ion charger I'm building to the Electronics section. And I need to add some more reviews.
P:\ppc\Trunk>pokemonpc.exe debugmount
bootstrap: mounting resources
bootstrap: debugmount
bootstrap: mounted all resources
tlxgfxwrap.initgraphics: WARNING: double buffering emulation
tlxgfxbank.create: 1000 images in bank
tlxgfxbank.loadbank: loading bank 'default'
tlxgfxbank.loadbank: [10] tileset '/gfx/system/borders.fbm' with 64 tiles created
tlxgfxbank.loadbank: [11] tileset '/gfx/system/more.fbm' with 4 tiles created
tlxgfxbank.loadbank: [13] tileset '/gfx/system/loadingbar.fbm' with 3 tiles created
tlxgfxbank.loadbank: [14] tileset '/gfx/system/zstuff.fbm' with 196 tiles created
tlxgfxbank.loadbank: [100] tileset '/gfx/font/small_black.fbm' with 104 tiles created
tlxgfxbank.loadbank: [101] tileset '/gfx/font/small_red.fbm' with 104 tiles created
tlxgfxbank.loadbank: [102] tileset '/gfx/font/small_green.fbm' with 104 tiles created
tlxgfxbank.loadbank: [103] tileset '/gfx/font/small_blue.fbm' with 104 tiles created
tlxgfxbank.loadbank: [104] tileset '/gfx/font/fontsmall.fbm' with 960 tiles created
tlxgfxbank.loadbank: [105] tileset '/gfx/font/fontbig.fbm' with 960 tiles created
tlxgfxbank.loadbank: 12 images loaded
tlxsoundfmod.initsound: Sound initialised
tlxsoundbank.create: 10000 samples in bank
tlxsoundbank.loadbank: loading bank 'default'
tlxsoundbank.loadbank: 0 samples loaded
tlxsoundbank.loadbank: loading bank 'game'
tlxsoundbank.loadbank: 0 samples loaded
So what does this mean? It means PPC has life! Lets see how far I get today, ne?
One hindrance is the fact that the game is complicated, I have to get the World Editor working before I can even make a simple walk-around demo. The data files are too complicated to produce by hand, and hard coding a map just wouldn't work for an engine of this complexity.
It's working well now, well enough that I can draw terrain and set basic attributes. Yes I had the WE working quite well a few months ago but it was missing quite a lot of features necessary to actually push ahead with the game engine. The only thing left now is to finish the brush system, then it's time for a walk around demo me thinks!
Once that's working I need to look at the tedious data entry of pokemon attributes and graphics data...
Z80 project? There's only one Zipplet - as much as I'd like to be able to do 'kage bunshin no jutsu' I can't (but imagine how quickly I could write a game like PPC if I could do that!), so I chop and change my projects. A bit of programming, a bit of electronics, etc. Keeps things interesting.
Until next time!
Edit: I should say that Pokemon PC (PPC) is the name for the engine - the game I release will have a different, better name eventually. Once I think of one, that is.
Edited on Tue, 29th Apr 2008 at 13:59 BST
So far I have it driving a nice LCD display with a parallel port I/O chip. Let's see where this goes, ne?

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