So I've been thinking for awhile about open sourcing Anguna. I had forgotten about it then until other day when my brother mentioned OSS and Anguna in his blog.
So, anybody out there have thoughts about the idea? I'm debating mostly between:
1. Doing nothing because I'm lazy and don't want to clean up the source and put it somewhere.
2. Pulling the core engine code out and open-sourcing that.
3. Open-sourcing the whole shebang, code, assets (graphics, level maps, etc) and all.
Opening the engine wouldn't practically be all that useful -- realistically, is anybody going to use my mediocre engine instead of some better engine, or instead of doing the fun work of making a new one?
Opening the assets means I need to check with everyone that made assets. Daydream made most of the graphics, so his will be easy to check on. But the music and some of the other graphics already have their own licenses attached, so I might not be able to include everything. Is it worth including some but not all? Is it worth the effort of sorting it all out?
I guess a lot of it depends on conversations with Daydream. Which I should have with him instead of here. Anyway, those are my rambling thoughts. Please chime in if you have advice or opinions.
Thursday, February 26, 2009
Tuesday, December 9, 2008
Version 1.02
I made a few bug fixes, and released version 1.02.
Changes include:
If you update versions, your old save file will still work, but your character's location will be reset to the first overworld room, outside the prison dungeon.
Changes include:
- The save filename was changed from anguna.sav (which conflicts with the R4's autosave feature) to anguna.dat
- Rearranged where graphics data was stored, to see if it makes a difference in the nasty unreproducible bug where occasionally the main character sprite becomes a giant solid-colored square.
- Fixed a few sections of the overworld map where edges between rooms didn't transition nicely, allowing the player to get stuck.
If you update versions, your old save file will still work, but your character's location will be reset to the first overworld room, outside the prison dungeon.
Tuesday, December 2, 2008
Version 1.01
Sverx reported a couple bugs, so I've posted an updated version (AngunaDS version 1.01).
There was an effect in the main theme xm file that LibXM7 didn't support, so I changed that. Also, there'd been a bug for awhile where occasionally the main character could get covered by a big solid-colored square after you continued from dying. It had been reported before, but I haven't been able to find out how to reproduce it. I finally got enough details from Sverx that, although I still can't reproduce it, I have a pretty good theory about what was causing it, and, if that's the case, I can prevented it from occuring again. Let's see if that holds true...if anyone happens to see that behavior in this 1.01 release, please let me know!
There was an effect in the main theme xm file that LibXM7 didn't support, so I changed that. Also, there'd been a bug for awhile where occasionally the main character could get covered by a big solid-colored square after you continued from dying. It had been reported before, but I haven't been able to find out how to reproduce it. I finally got enough details from Sverx that, although I still can't reproduce it, I have a pretty good theory about what was causing it, and, if that's the case, I can prevented it from occuring again. Let's see if that holds true...if anyone happens to see that behavior in this 1.01 release, please let me know!
Monday, December 1, 2008
AngunaDS v 1.0
Ok, I'm proud to announce AngunaDS version 1.01. (edit: because I updated to a 1.01 version, I'm changing this link for now to point to the updated version)
Thanks go out to:
Artwork:
Chris Hildenbrand (Daydream)
Music:
Jessie Tracer (Electric Keet),
Fred Scalliet (Magic Fred /TFL-TDV)
Audio Engine:
LibXM7 by Sverx (version 0.59 beta)
DS Hardware for testing donated by:
Electrobee
Tim Dudek
Also thanks to:
Refmap project
Additional art
Jasper Vijn (Cearn)
Usenti, Tonc,
Code samples, and general awesomeness
And all you testers:
12th&Saturn,Chris Lomaka, Mukunda Johnson, Sverx, Tim Dudek
Jong Lee, Dennis Tseng, Irashtar,
Eric Chiz, Max Neweklowsky, Stevan Baird, Eric Wells,
Alphanoob, another world, Jeremy Gunkel, John Seabaugh, Spiridow
Unfortunately, there were a few features/fixes that I ended up cutting at the end:
Enjoy, and thanks for following along!
Thanks go out to:
Artwork:
Chris Hildenbrand (Daydream)
Music:
Jessie Tracer (Electric Keet),
Fred Scalliet (Magic Fred /TFL-TDV)
Audio Engine:
LibXM7 by Sverx (version 0.59 beta)
DS Hardware for testing donated by:
Electrobee
Tim Dudek
Also thanks to:
Refmap project
Additional art
Jasper Vijn (Cearn)
Usenti, Tonc,
Code samples, and general awesomeness
And all you testers:
12th&Saturn,Chris Lomaka, Mukunda Johnson, Sverx, Tim Dudek
Jong Lee, Dennis Tseng, Irashtar,
Eric Chiz, Max Neweklowsky, Stevan Baird, Eric Wells,
Alphanoob, another world, Jeremy Gunkel, John Seabaugh, Spiridow
Unfortunately, there were a few features/fixes that I ended up cutting at the end:
- You can't use the touchscreen to navigate subscreen menus
- Sleep mode when closing the lid only partially turns things off, and thus still drains the battery faster than it should
- The main theme song (Hurtless by Magic Fred) is using a few XM effects that LibXM7 doesn't yet support.
- I didn't add a cool stairs animation like I would have liked
Enjoy, and thanks for following along!
Thursday, November 20, 2008
Everything seems to be working
Ok, back to the content that I originally started to post before I realized that my audio wasn't working on hardware. Which is: I think I'm pretty much done! (again...didn't I say that before?)
Turns out (for those of you interested in the details) that something somewhere was sending some dummy messages over the IPC FIFO (the mechanism by which the arm9 and arm7 processor communicate). Because the only messages that I send over it were instructions to play songs, I assumed any messages received were instructions to play songs, and it was trying to play a nonexistent song. Better sanity checking on the commands coming through IPC fixed that.
So now I've made a test build. I'll sanity check it over the next day or two, then send it out to anyone interested in helping test. Then call this thing done!
Turns out (for those of you interested in the details) that something somewhere was sending some dummy messages over the IPC FIFO (the mechanism by which the arm9 and arm7 processor communicate). Because the only messages that I send over it were instructions to play songs, I assumed any messages received were instructions to play songs, and it was trying to play a nonexistent song. Better sanity checking on the commands coming through IPC fixed that.
So now I've made a test build. I'll sanity check it over the next day or two, then send it out to anyone interested in helping test. Then call this thing done!
Still working on audio
Well, I finally gave up (for now, at least) waiting on eKid's audio library, and instead used a new library (LIBXM7) that sverx from the gbadev forums recently released. And it works perfectly -- well, on the emulator. I thought it worked right on hardware, but turns out I was using the wrong build. So there's more work to do -- either waiting on eKid, or getting this LIBXM7 to work right on hardware....
Thursday, November 13, 2008
Title screen graphics
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