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Patori
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Post by Patori »

dysfunction wrote:
Yes, but those differences are just numbers, and (I would assume) would be easy to implement.
Yeah, just a table or something...
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tr1p1ea
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Post by tr1p1ea »

Everything is 'just numbers' with respect to an Asm program. And numbers are indeed easy to implement.
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Liazon
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Post by Liazon »

tr1p1ea wrote:Everything is 'just numbers' with respect to an Asm program. And numbers are indeed easy to implement.
rofl

this will definitely be a good project :D
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necro
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Post by necro »

so, how many levels will there be and what characters?
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tr1p1ea
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Post by tr1p1ea »

100 levels and 62 fully playable characters so far ...

Ok just kidding :D. Those details are yet to be determined. Ill let you know when they are.
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Post by necro »

oh... will it just be a vs match thing thing or will we see a adventure mode? also, will we see simpler lesser npcs like goombas and like likes as there were in melee?
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Post by DarkAuron »

I'd be just happy with regular battles and cpus as well as vs player support. :)
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tr1p1ea
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Post by tr1p1ea »

Yeah, lets say we get those out of the way ... then we can talk about other features :).

The MAIN problem here is that i am not very experienced with Smash Bros. games. Sure i have played them, but i have never gone very in-depth. Im going to have to get my hands on a copy of Melee so i can better my understanding :).
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Liazon
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Post by Liazon »

Melee is very complex compared to the original N64 version.
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thegamefreak0134
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Post by thegamefreak0134 »

A lot of the complexity of melee comes from a couple of glitches in the engine allowing you to pull off very advanced tactical moves. The actual fighting system and engine are very straightforward. I've looked into the debug menu and seen developer stuff, so I can help you out.

The way fighting works, every character is actually composed of a few "hit bubbles" that represent areas that things come in contact with them. (this rather than using a sprite or something every time.) When you generste hits with a move, they have bubbles. You also create grab bubbles, and your collision bubbles will sometimes become shield/invincible bubbles depending both on the character and the state. (For instance, link's shield's bubble is green, I believe.)

This all looks very advanced, but is infact very simple to implement. You know Pyth. theorum right? (a^2 + b^2 = c^2)? Well, every "bubble" can be represented by a single point in the center and a radius. Then you determine the x and y differences for two "bubbles" you want to check and determine the distance between them using a^2 + b^2 = c^2. If this distance is less than the sum of their respective radii (is that the right word?) then it's a hit, otherwise a miss.

Using this system and a simplified bubble set for the characters, I think the calc should be able to pull it off without much difficulty.

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Post by CompWiz »

I would suggest link cable support for this. That, 2 players on one calculator, and player vs. cpu modes would make a great game. But if you want to add more, go for it. :)

Hey, how about making it so that if you have 84 series calculators, you can connect more calculators up(usb and normal link) and get 3-4 player games going? :twisted:
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tr1p1ea
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Post by tr1p1ea »

Link play will most likely not be fast enough for a game like this ... you never know though.

Like i keep saying, let me get normal stuff out of the way before we start thinking up features.

ALSO i wont be able to work on this for a few months because of my SoC project.
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Post by necro »

SoC, when does that start?
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tr1p1ea
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Post by tr1p1ea »

It already has .. it ends around the begginning of September.
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Post by DarkAuron »

Technically theres a smash bros. for the gp32x and PSP, though from what I've seen it's more of a thrown together thing with crappily-made custom characters.
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