Maelstrom GBA: Difference between revisions
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== Credits == | == Credits == | ||
Programming the Nintendo Gameboy Advance: The Unofficial | Programming the Nintendo Gameboy Advance: The Unofficial Guide http://www.jharbour.com/gameboy/ | ||
3D Computer Graphics by Alan Watt | 3D Computer Graphics by Alan Watt | ||
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Emanuel Schleussinger for writing HAM | Emanuel Schleussinger for writing HAM | ||
Thanks to all the great people on the HAM forum at: | Thanks to all the great people on the HAM forum at: http://www.ngine.de | ||
and also the GbaDev forum at: | and also the GbaDev forum at: http://forum.gbadev.org | ||
Dave Theurer for writing Tempest in the first place! | Dave Theurer for writing Tempest in the first place! | ||
Revision as of 12:55, 5 July 2025
| Maelstrom for Game Boy Advance | |
|---|---|
| General | |
| Author | Philip Corner |
| Type | Shooter |
| Version | 1.1 |
| License | Mixed |
| Last Updated | 2005/03/12 |
| Links | |
| Download | |
| Website | |
| Source | |
A game demo based on Tempest by Dave Theurer.
Tempest is a classic arcade game in which the player is presented with a 3D view down the length of a hollow tunnel. The player controls a ship which is attached to the tunnel's inner surface, and must destroy and evade enemies coming toward them up the tunnel.
User guide
Shoot the enemies coming towards you, and avoid getting hit by them.
Controls
Left/Right - Move around the tunnel
A - Fire (only three shots are available at once)
R/L - Zoom in and out
Screenshots
Online emulator
| Game Boy Advance | Keyboard |
|---|---|
Changelog
V1.1
- Scoring and collision detection with our ship; we can now be destroyed!
- Simple line draw speedup (removing multiplications, adding double pixel draw where appropriate).
- Text system. Storage of symbols and drawing mechanism.
- Collision detection of enemies with us using size of each model involved.
- Backface culling. Finding visibility with dot product.
- Combining some transformation functions to remove unnecessary loops and function calls. For example, combining Translatetunnel() with Rotatetunnel() and Translateenemies() with Transformenemies().
- Placing some time-critical functions into IWRAM (Internal Work RAM) for increased speed (due to zero wait states).
Credits
Programming the Nintendo Gameboy Advance: The Unofficial Guide http://www.jharbour.com/gameboy/
3D Computer Graphics by Alan Watt
Graphics Gems by Andrew S. Glassner
Emanuel Schleussinger for writing HAM
Thanks to all the great people on the HAM forum at: http://www.ngine.de
and also the GbaDev forum at: http://forum.gbadev.org
Dave Theurer for writing Tempest in the first place!
External links
- Author's website - http://www.vertex.ukfsn.org/maelstrom/instructions.html (archived)