Short: Guide to make gfx to PuzzleBOBS game (E) Author: emacesa@tin.it (Emanuele Cesaroni) Uploader: emacesa tin it (Emanuele Cesaroni) Type: gfx/show Architecture: generic PuzzleBOBS graphic reference guide (V1) ENGLISH VERSION ------------------------------------------------------- This is a reference guide (ENGLISH) in which you can find documentation about doing graphic for PuzzleBOBS game. PuzzleBOBS (a PuzzleBobble© clone) is an os-friendly, low level configurable game, this means that you can modify totally its look and behaviour. For this purpose PuzzleBOBS game is able to accept graphic (sets) in all resolutions and colors numbers, and because works in multitasking and supports the Os can exploit graphic boards and manage 16 and 24 bit graphic data also. The guide is done by Ascii docs and Iff images both in english and italian languages, at the bottom of this .readme document you can find the characteristics of PuzzleBOBS game and the PBOBS_gfx.lha archive files. Emanuele Cesaroni, coder of PuzzleBOBS. Nexus Development. contact me at: emacesa@tin.it home page at: http://space.tin.it/computer/emacesar/ PuzzleBOBS technical specs -------------------------- PuzzleBOBS is at the same time a Puzzle Bobble 1,2,3, Puzzle De Don clone but introduces a lot of new characteristics as the asynchronous game style, the possibility of playing two players mode simultaneously in the same levels, and the ability of accept a lot of levelsets with dissimilar features (as in classic Puzzle Bubble 1 or at time as Puzzle de don) etc. Moreover this game is totally configurable: you could choose screen-mode by a system requester (supported AGA,ECS,OCS and graphic expansions as PicassoIV or Cybervision or other that are AmigaOS compatible by Picasso96 or CyberGraphX) up to 16-24 BIT colours, all the graphical elements of game as fonts, lateral columns, rotating pointer with gears, balls (of each size,color,form, and number also animated up to 255 frames), backgrounds, then you can choose the velocity of moving objects, music and fx-sounds, apperances of explosions (as frames per seconds, by gfx or CPU precalculated animation), disposal of objects in level (by four or six tangents) and a lot of other lowlevel options as the behaviour of artificial brain and priorities of game's subtasks. Thanks to the polyvalence of LevelSet files subsystem you can have various behaviour of balls in game, for example when balls fall becouse free from others can go to the top entering again in the level or they can go to down exiting forever or as in Puzzle Bobble 3 you can have balls that rebound against the top limit increasing the difficulty of game. Moreover the game foresees a lot of special balls as three type of bombs and others. PuzzleBOBS allows to ZOOM the balls if can not fit into the level so you can use a lot of levels even very big without space problems, or to force a default zoom to save a lot o video-ram. The game works in multitasking and can be played further on a screen so in a Workbench's window also in a PIP (if your board affords that) it will contain a config program and a level editor and it will have a set of preconfigured ConfigFiles and LevelSets files to be used on lowend or highend Amigas or during particular works as a workbench session in a multitasking window (low CPU occupation). The game can go in manual pause (p) crypting the level or can go in sleep mode automatically when the screen or window became inactives, in the same time frees the audio channels and if you was using a window remaps the workbench's palette. The hiscore system allows to maintain a lot of information about the score so you will be able to remember the date, the LevelSet used, the game mode, the number of players, the difficulty of that past match. The approach to the configurability of graphic's look and of LevelSet files will give to game a great longevity, because its open architecture will allow in future to exploit faster and better hardware and will allow to the final users to do/use other configuration sets and levels set. The game has a built-in subsystem that is able to simulate the blitter's work (on VGA,AGA,ECS,OCS) putting all graphic data (bitmaps) in Fast_Mem (the only Chip_Mem used is the screen's mem) and increase a lot the speed of Amiga without graphic board (need some fastmem). The game is now 100% ready (1.27 MBytes of code now, assembled into about 200 kbytes of executable, 320KBytes if optimized by DevPac), written in 100% 68020+ optimized assembler, probably it will support PowerPC by a PowerPC asm modules (by WarpOS) and have optimized gfx routines for PowerPC-only machines (both VGA and AGA/ECS/OCS machines). The game is based on a particular architecture that uses deeply the AmigaOs multitasking characteristichs. Infact it uses a lot of sub tasks (of which you can set the priority) that are assigned on all operation of game. For example there is a task that controls rotations one that draws bob animation and others that controls players, levels, controllers, explosions etc etc. These tasks communicate between them with signals and messages and thanks to this type of approach is very easy to redirect a task on a new piece of hardware. For example the task that controls rotations in future should use a 3D device chip to increase its speed. Is very difficult to say what is the minimum requisite of memory that the game needs, because it depends on too many factors as max number of objects in level, number and size of balls etc... etc..., but it is not too expansive. Infact consider that the game in the confuguration at 800*600*16bit, with 12 balls with only one frame needs about 2.5 MB of Fast Mem including buffers that Intuition does when open windows (the game needs a window to read mouse, keyboard and joystick inputs). It needs a 68020 minimum, and AmigaOSRoms+AmigaOS v3.0. PBOBS_GfxG.lha archive listed files. ---------------------------------------- PuzzleBOBS_GfxGuide/Guide_eng.info PuzzleBOBS_GfxGuide/Guide_eng/PIC0_Objects PuzzleBOBS_GfxGuide/Guide_eng/PIC0_Objects.info PuzzleBOBS_GfxGuide/Guide_eng/PIC10_Timer PuzzleBOBS_GfxGuide/Guide_eng/PIC10_Timer.info PuzzleBOBS_GfxGuide/Guide_eng/PIC11_Explosions PuzzleBOBS_GfxGuide/Guide_eng/PIC11_Explosions.info PuzzleBOBS_GfxGuide/Guide_eng/PIC12_Clock PuzzleBOBS_GfxGuide/Guide_eng/PIC12_Clock.info PuzzleBOBS_GfxGuide/Guide_eng/PIC1_BobsTypes PuzzleBOBS_GfxGuide/Guide_eng/PIC1_BobsTypes.info PuzzleBOBS_GfxGuide/Guide_eng/PIC2_BobsSize PuzzleBOBS_GfxGuide/Guide_eng/PIC2_BobsSize.info PuzzleBOBS_GfxGuide/Guide_eng/PIC3_BobsFrames PuzzleBOBS_GfxGuide/Guide_eng/PIC3_BobsFrames.info PuzzleBOBS_GfxGuide/Guide_eng/PIC4_BobsTangs PuzzleBOBS_GfxGuide/Guide_eng/PIC4_BobsTangs.info PuzzleBOBS_GfxGuide/Guide_eng/PIC5_Columns PuzzleBOBS_GfxGuide/Guide_eng/PIC5_Columns.info PuzzleBOBS_GfxGuide/Guide_eng/PIC6_Beam PuzzleBOBS_GfxGuide/Guide_eng/PIC6_Beam.info PuzzleBOBS_GfxGuide/Guide_eng/PIC7_RotatingObjects PuzzleBOBS_GfxGuide/Guide_eng/PIC7_RotatingObjects.info PuzzleBOBS_GfxGuide/Guide_eng/PIC8_Fonts PuzzleBOBS_GfxGuide/Guide_eng/PIC8_Fonts.info PuzzleBOBS_GfxGuide/Guide_eng/PIC9_AimLine PuzzleBOBS_GfxGuide/Guide_eng/PIC9_AimLine.info PuzzleBOBS_GfxGuide/Guide_eng/PuzzleBOBS_GraphGuide_e PuzzleBOBS_GfxGuide/Guide_eng/PuzzleBOBS_GraphGuide_e.info PuzzleBOBS_GfxGuide/PuzzleBOBS_specs PuzzleBOBS_GfxGuide/PuzzleBOBS_specs.info PuzzleBOBS_GfxGuide/PuzzleBOBS_squad PuzzleBOBS_GfxGuide/PuzzleBOBS_squad.info PuzzleBOBS_GfxGuide/Welcome ! PuzzleBOBS_GfxGuide/Welcome !.info Packed size: 345485 bytes UnPacked size: 1055005 bytes