Adventures Of Lolo: Difference between revisions
No edit summary |
|||
Line 27: | Line 27: | ||
==Current Features== | ==Current Features== | ||
* Simple Animation/Frame/Mirror tables - about 10 minutes to rip gfx,make frames,animate per enemy. Easy to improve once I see what kind of progmem I have left. | * Simple Animation/Frame/Mirror tables - about 10 minutes to rip gfx,make frames,animate per enemy. Easy to improve once I see what kind of progmem I have left. | ||
* Excellent level music by Uze. | |||
* Lolo has 66 frames total of smooth animation. | * Lolo has 66 frames total of smooth animation. | ||
* Snakey, Gol, Medusa, Don Medusa, Rocky, Alma - all the characters from the original(some highly reworked to utilize sprite flipping and reduce progmem) | * Snakey, Gol, Medusa, Don Medusa, Rocky, Alma - all the characters from the original(some highly reworked to utilize sprite flipping and reduce progmem) |
Revision as of 07:53, 3 January 2010
Adventures of Lolo | |
---|---|
| |
Genre | Logic/Puzzle |
Developer | Lee Weber(D3thAdd3r) |
Code license | unknown |
Media license | unknown |
Engine | Kernel V5 |
Video Mode | 3 No Scrolling |
Latest release | Early Demo |
Release date | TBD |
Language | English |
Adventures of Lolo is a remake of the NES version of the series by the same name(AKA Eggerland in Japan). It is a bit of a mixture of Lolo 1,2,3 taking what I like from each. It is currently under development while I rethink Uze Pro Am(change to Mode 2?), that project isn't dead but I shall limit myself to 1 unfinished game on the wiki.
Current Features
- Simple Animation/Frame/Mirror tables - about 10 minutes to rip gfx,make frames,animate per enemy. Easy to improve once I see what kind of progmem I have left.
- Excellent level music by Uze.
- Lolo has 66 frames total of smooth animation.
- Snakey, Gol, Medusa, Don Medusa, Rocky, Alma - all the characters from the original(some highly reworked to utilize sprite flipping and reduce progmem)
- Collision, movable objects being finished(would have been easy,see notes)
- ~20 Maps, map footprint is ~((11*11)+7) = 128 bytes
- Demo playback utilizing simple compression for tutorials/solutions
- Level editor framed out for now.
- Auto Save progress, Continue, Save map in the editor (EEPROM)
- Semi-Shiny Blue Hero with Realistic Blinking Action
- Title Screen Easter Egg
Upcoming Features
- Finish dynamic enemies and eggs/blocks so it will actually be fun.
- Complete Editor for no real reason(may cut it just because of pointlessness/clutter).
- Slight GFX improvements
- Sound effects and a few more music tracks
Controls
- D-Pad = Move
- BTN_A = Magic Shot
- BTN_B = Use Power(Bridge Power - cross water, Hammer Power - break rock, Arrow Power - rotate an arrow)
- Left Shoulder = lower health
- Right Shoulder = raise health
Notes
The technicalities would seem straight forward at first. But can't skimp on ramtiles for 16x16 enemies, so I am using vram to keep track of collision,animation,everything. It wastes some duplicated Flash Memory and is a bit tricky to handle blocks/animated eggs moving onto tiles that can be dynamically changed by the player. This is no Sokoban ;) Steady progress is being made, it should start coming to life soon.
ROM
I don't feel like updating the wiki until it's done. Check out the thread for the latest release. Media:lolo.hex