Adventures Of Lolo: Difference between revisions

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==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
Lolo.png
GenreLogic/Puzzle
DeveloperLee Weber(D3thAdd3r)
Code licenseunknown
Media licenseunknown
EngineKernel V5
Video Mode3 No Scrolling
Latest releaseEarly Demo
Release dateTBD
LanguageEnglish


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