Its Finished


It is now a finished game, finally after hacking around with it, I have a game mechanics I am happy with. Was taking time to try and get collisions and speed at a good working state. The SNES is prone to some slow down, if you try and do too much with it and as the game is coded in C that could also present an issue. Not sure how well the code from the compiler that comes with the PVSNESlib turns C in to ASM. Also not sure how good a move passing around pointers are due to the way the SNES's memory map is, which is kind of like how the early 8086 machines had their page and segment style I believe. Also I think the compiler turns the pointers in to actual 32bit pointers as the Snes uses 24bit pointers. This would be slow on the Snes as it only has a couple of 16bit registers which need to be accessed via 16bit mode, I believe. Anyway, the game runs at a decent enough pace, with maybe a bit of slow down when all 4 balls are hurtling around. This is most likely due to using signed 16bit numbers in the collision rectangles for checking the ball to bat and other ball collisions. Need to use these to check if the balls were on screen or not, as the screen width on the snes is 256 pixels wide, using a byte would not allow me to check if the balls were partly off the screen or not. I post up an image of the levels for you to see if you are interested, in the games i make, I try to create levels in an image editor for a nice easy design. This of course, will only work if your game is based on tiles, I use a colour palette at the top of the image, with each colour representing a different in game object. I may look to port this to other consoles and maybe do a desktop version, if anybody would like to see those?

Files

GBO_Demo.sfc 256 kB
Jul 27, 2024
GBreakOut.sfc 256 kB
Jul 27, 2024
GBO_Demo.html Play in browser
Jul 27, 2024

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