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16's Introduction

彼岸花 Project 01 話の地球 //Higanbana Project 01 ~ Story of Chikyuu

Open watcom to compile the code of project 16

Directory Structure!

16.exe = actual planned game executable! / = root of project where executables are at 16/ = experimental branch and example codes 16/modex16/ = pngwen's code archived~ src/ = source of project~ doc/ = documentation of the project~ doc/faq.txt = frequently asked questions file!

To compile:

You need Open Watcom stable to compile and just run wmake

###TODO https://github.com/sparky4/16/blob/master/TODO.md

project 16 is in deep dump right now
it is leaving the pre alpha state and heading into alpha state www
which means cache manager work but... it needs much rewriting for the new file formats

info about the game:

top down scroller similar to the game Ib my budget is small because i am a broke collage student the main issues i have is reworking the chache manager of the old id engine to work with the new file formats and getting it all together to work and reworking old experimental code into id_RF there is alot of work that i dont know how to make it work i will do alot of coding but i am stuck on the game engine cache manager and sound issues yeah there is no sound system for the game either there is the latest stuff from #7 the game is a 16 bit top down scroller in 4 directions where is loads more levels and maps within levels similar to the game Ib it will have a save feature, OPL3 and PC speacker sounds, a custom palette manager that loads palette for different sprites and stuff on the fly and merge matching colors together i need to return the ylookup table for the graphical system which is what wolf 3d used

16's People

Contributors

jmalak avatar joncampbell123 avatar pngwen avatar sparky4 avatar yakui-lover avatar

Stargazers

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Watchers

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16's Issues

Development roadmap and direction

Contributions may be easier to come by if Sparky4 can use this issue to communicate what needs to be done next. I am opening this issue as a sort of "forum of discussion" to enable that.

I'll start.

I don't recommend using VGM as IMF is much simpler and easier to implement. I have opened an issue in DOSLIB describing a tool to read MIDI and generate IMF (re-using the code in hw/adlib that already plays MIDI with OPL2 commands).

I also recommend writing a rough draft of the story behind the game. It doesn't have to be perfect, just put the base idea out there. Changing the story as the game develops is allowed. If all you have is a outline, a list, that's fine.

Other users on Github, especially those with an interest in this game, are welcome.

Sparky4 is on IRC on server 4ch.mooo.com in chat room "yotsubanome" if you need to ask her questions directly, though she's not always online.

Let's give this game direction, or if it already has direction, make it apparent to those who wish to help! Some discussion required, so let's talk! Others who wish to talk here, go!

Huge memory model is non-optimal, suggest memory model change to large 16-bit

Just a heads up, the huge memory model has the benefit of having the compiler adjust pointers such that pointer math is easier, but, also causes performance loss and overhead in your code.

The large model will give you all the benefits of far code and data without the overhead of the compiler and C library's pointer adjustment routines.

You will have to normalize pointers yourself and deal with crossing 64KB segments for large data, but it's worth it.

Also, the compiled binaries for Large model are significantly smaller than Huge model binaries.

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