Chi avra' letto ZX Notizie sapra' sicuramente dell'imminente uscita di Double Dragon per ZX Ecco lo stato del progetto ----- Original Message ----- From: "Karl McNeil" <kgmcneil@xxxxxxxxx> To: <KgMcNeil@xxxxxxxxx>; <fikee@xxxxxxxxxx>; <dean.swain@xxxxxxxxxxxxx>; <cpuz80@xxxxxxx>; <flydream@xxxxxxxx>; <moroz1999@xxxxxxxxxxxxx>; <gasman@xxxxxxxx>; <jerri1977@xxxxxxxxxx>; <webmaster@xxxxxxxxxxxxx> Sent: Tuesday, July 05, 2005 9:46 PM Subject: A Proposed Plan for DDragon. > Now here's something Im emailing to all... > > These are only MY suggestions, which Im hoping team > members will read and add to (or critise and modify). > What we need to do first is all agree on a plan, even > before we go our separate ways and work on our bits... > I shall type a few ideas here and include them as a > Txt file attachment. What I would like is for all to > read the ideas, cross out, or edit, or critise the > ideas you like, or don't, and send edited copies of > the plan back to me and each other. That way, we can > correlate bits of our plans together and come up with > a copy that we can all agree on... Agreed?... Okay, > heres the plan (please read and edit): > ------------------------- > SUGGESTED PLAN FOR DOUBLE DRAGON > (A LIST OF PROPOSITIONS) > VERSION: 5TH JULY 2005 (1st Draft) > EDITED BY: Karl McNeil (Please add YOUR name and new > date if you make changes) > >>>> GRAPHICS <<< > [1] GAME ENGINE: The game shall use a flip screen, > rather than a scrolling game engine to reduce CPU > intensive work. > [2] The playing area shall advance at variable amounts > when the screen flips, accomodating the original > positioning of the enemies as close to their arcade > starting positions as possible. > [3] COLOUR: The game shall be monochrome to reduce > memory, colour clash, and because if it doesn't look > good in monochrome, it won't look any better in colour > anyway... > [4] SPRITES: I propose we use the same map tile engine > to do the sprites as the map tiles (reusing code). > [5] I propose we reuse sections of the sprites (eg: > reuse of legs and body)(eg2: reusing billy body for > green ninja sprite) - hence my choice in [4] > [6] I propose we arrange the sprites masks in the same > way we arrange the sprites (ie: as reusable tiles) for > the same reason as [5]. This also gives the > possibility of using the mask of one sprite for a > range of different sprites. > [7] Propositions [4], [5], [6] will inevitably mean we > will be required to store map array data for: a: the > map, b: the Sprites, c: the Sprite masks > >>>> SOUND <<< > [8] I propose we have 3 modes: a: Music only, b: SFX > only, c: Music and SFX. > [9] Mode c above (Music and SFX): Since I do not know > how one can have both together (you may know?!!), I > propose we can fade out one and fade in the other at > key points in the game (eg: SFX fade out, and music > fades in during the final confrontation scene on level > five, or during end of level one) > [10] MUSIC: I vote we use Matthew Westcott's > (gasman@xxxxxxxx) Zx music for the game, in Pt3 > (Protracker 3) format. The player code is well > established and easy to use (See > http://bulba.at.kz/vortex_e.htm for more info). > [11] SFX: I propose we use the above Pt3 format to > create the sound effects, in the same way that > instruments are created in Pt3 music. The same player > code could thus be used for music and/or sound > effects. > >>>> INPUT <<< > [12] I propose we offer both conventional 8 > directional, single fire button AND 8 directional 3 > fire button control methods if possible. If we could > only chose one or the other, however, I would vote > that we use something close to the original arcades > control system (eg: something like the PC's cursor > keys, and Z,X,C buttons for fire)... This I believe is > really a coding issue, so I can't say what is > realistic on this point. > >>>> CODING <<< > [13] (Since Im not a coder, please feel free to > disagree with anything I say here) I propose we write > the code in assembly. > [14] I recommend a modular approach, writing the > assembly as replacable procedures or libraries, so we > can easily update parts of the code as we progress. > [15] I would like some agreement as to what assembler > to use, in case one of us comes across some useful > code that could be used and wants to share it to the > other team members. I propose using the built in > assembler of the PC emulator called EmuZwin. This can > be downloaded at: > http://bonanzas.rinet.ru/apps/EmuZWin_Eng.htm > Since Im not coding, I really want to know what others > feel about this issue - which assembler would you > suggest? > If our team expands any more, we may be better able to > share the code work if we have some agreed standards > about what format it is in. > [16] What ever assembler we use, I propose that the > source code should at the very least be in ASCII, so > that it can be cut and pasted across a variety of > different applications and systems. Raw spectrum > formats should therefore be regarded as end products, > but not the source of the code. > [17] In relation to [16], I suggest we do much of our > development on emulators, 16 bit and 32 bit systems > (eg: PC's, Amiga's, Mac, etc) before porting our code > across to spectrums. This enables us to use a whole > array of tools available freely on the internet for > our work, guarentees some level of compatibility for > others who may wish to add to or contribute to the > source code, and generally makes life easier (you > don't think I did those graphics using Art Studio 128k > do you????!!!) > >>>> CREDITS <<< > [18] No one should send anyone elses graphics, sound, > code or other work to friends or others ourside the > group, unless they have first asked permission from > the author, or at least informed them of their > intentions. > [19] Team members should try to make a habit of > keeping each other in contact and informed of any > developments they make. > [20] Team members are to ask others in the team or at > least keep others informed if they intend to invite > another member into the group. That way, we know who > is working on what, can avoid duplication of work, and > can better coordinate the work, and give credit where > its due. > > [21] This plan is being forwarded to everyone who > every expressed interest and corresponded directly > with the team, whether contribution was big or small, > or none at all. > [22] There are no team leaders, decisions will be made > democratically. > [23] Each person listed is entitled to their say, and > entitled to be heard regarding their ideas of how the > game should be designed and encouraged to contribute > by editing this plan and forwarding it to the others. > > END - PLEASE ADD, EDIT, CRITICISE, AND RETURN A COPY > TO: > > KgMcNeil@xxxxxxxxx,fikee@xxxxxxxxxx,dean.swain@xxxxxxxxxxxxx,cpuz80@xxxxxxx,flydream@xxxxxxxx,moroz1999@xxxxxxxxxxxxx,gasman@xxxxxxxx,jerri1977@xxxxxxxxxx,webmaster@xxxxxxxxxxxxx > > Thankyou > ------------------------- > > > > > > > ___________________________________________________________ > How much free photo storage do you get? Store your holiday > snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com -------------------------------------------------------------------------------- > ------------------------- > SUGGESTED PLAN FOR DOUBLE DRAGON > (A LIST OF PROPOSITIONS) > VERSION: 5TH JULY 2005 (1st Draft) > EDITED BY: Karl McNeil (Please add YOUR name and new date if you make changes) > >>>> GRAPHICS <<< > [1] GAME ENGINE: The game shall use a flip screen, rather than a scrolling > game engine to reduce CPU intensive work. > [2] The playing area shall advance at variable amounts when the screen flips, > accomodating the original positioning of the enemies as close to their arcade > starting positions as possible. > [3] COLOUR: The game shall be monochrome to reduce memory, colour clash, and > because if it doesn't look good in monochrome, it won't look any better in > colour anyway... > [4] SPRITES: I propose we use the same map tile engine to do the sprites as > the map tiles (reusing code). > [5] I propose we reuse sections of the sprites (eg: reuse of legs and > body)(eg2: reusing billy body for green ninja sprite) - hence my choice in [4] > [6] I propose we arrange the sprites masks in the same way we arrange the > sprites (ie: as reusable tiles) for the same reason as [5]. This also gives > the possibility of using the mask of one sprite for a range of different > sprites. > [7] Propositions [4], [5], [6] will inevitably mean we will be required to > store map array data for: a: the map, b: the Sprites, c: the Sprite masks > >>>> SOUND <<< > [8] I propose we have 3 modes: a: Music only, b: SFX only, c: Music and SFX. > [9] Mode c above (Music and SFX): Since I do not know how one can have both > together (you may know?!!), I propose we can fade out one and fade in the > other at key points in the game (eg: SFX fade out, and music fades in during > the final confrontation scene on level five, or during end of level one) > [10] MUSIC: I vote we use Matthew Westcott's (gasman@xxxxxxxx) Zx music for > the game, in Pt3 (Protracker 3) format. The player code is well established > and easy to use (See http://bulba.at.kz/vortex_e.htm for more info). > [11] SFX: I propose we use the above Pt3 format to create the sound effects, > in the same way that instruments are created in Pt3 music. The same player > code could thus be used for music and/or sound effects. > >>>> INPUT <<< > [12] I propose we offer both conventional 8 directional, single fire button > AND 8 directional 3 fire button control methods if possible. If we could > only chose one or the other, however, I would vote that we use something > close to the original arcades control system (eg: something like the PC's > cursor keys, and Z,X,C buttons for fire)... This I believe is really a coding > issue, so I can't say what is realistic on this point. > >>>> CODING <<< > [13] (Since Im not a coder, please feel free to disagree with anything I say > here) I propose we write the code in assembly. > [14] I recommend a modular approach, writing the assembly as replacable > procedures or libraries, so we can easily update parts of the code as we > progress. > [15] I would like some agreement as to what assembler to use, in case one of > us comes across some useful code that could be used and wants to share it to > the other team members. I propose using the built in assembler of the PC > emulator called EmuZwin. This can be downloaded at: > http://bonanzas.rinet.ru/apps/EmuZWin_Eng.htm > Since Im not coding, I really want to know what others feel about this issue > - which assembler would you suggest? > If our team expands any more, we may be better able to share the code work if > we have some agreed standards about what format it is in. > [16] What ever assembler we use, I propose that the source code should at the > very least be in ASCII, so that it can be cut and pasted across a variety of > different applications and systems. Raw spectrum formats should therefore be > regarded as end products, but not the source of the code. > [17] In relation to [16], I suggest we do much of our development on > emulators, 16 bit and 32 bit systems (eg: PC's, Amiga's, Mac, etc) before > porting our code across to spectrums. This enables us to use a whole array > of tools available freely on the internet for our work, guarentees some level > of compatibility for others who may wish to add to or contribute to the > source code, and generally makes life easier (you don't think I did those > graphics using Art Studio 128k do you????!!!) > >>>> CREDITS <<< > [18] No one should send anyone elses graphics, sound, code or other work to > friends or others ourside the group, unless they have first asked permission > from the author, or at least informed them of their intentions. > [19] Team members should try to make a habit of keeping each other in contact > and informed of any developments they make. > [20] Team members are to ask others in the team or at least keep others > informed if they intend to invite another member into the group. That way, > we know who is working on what, can avoid duplication of work, and can better > coordinate the work, and give credit where its due. > > [21] This plan is being forwarded to everyone who every expressed interest > and corresponded directly with the team, whether contribution was big or > small, or none at all. > [22] There are no team leaders, decisions will be made democratically. > [23] Each person listed is entitled to their say, and entitled to be heard > regarding their ideas of how the game should be designed and encouraged to > contribute by editing this plan and forwarding it to the others. > > END - PLEASE ADD, EDIT, CRITICISE, AND RETURN A COPY TO: > > KgMcNeil@xxxxxxxxx,fikee@xxxxxxxxxx,dean.swain@xxxxxxxxxxxxx,cpuz80@xxxxxxx,flydream@xxxxxxxx,moroz1999@xxxxxxxxxxxxx,gasman@xxxxxxxx,jerri1977@xxxxxxxxxx,webmaster@xxxxxxxxxxxxx > > Thankyou > -------------------------