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A game development diary (and other stuff too)
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October-December 1997 (oldest-to-newest) 
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 I'm working on a new version of the Screen Grabber which 
uses serial communication to transmit screenshots instead of 
the previous method.  This will reduce the memory footprint 
of these routines from 600+kB to (hopefully) less than 10kB.  
I have the PC and Yaroze talking to each other, but for some 
unknown reason it locks up.  I'm not sure which system is 
the culprit.  Also when I add print statements for debugging 
it starts working fine.  They must be introducing a delay 
which lets the serial ports keep in synch.  Something like 
that yeah...  If anyone knows anything about serial 
communications and would be willing to take a look at my 
code I would be most appreciative. 
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 I can't figure out how to fix the Screen Grabber 
problem so I'm giving up on it for now.  Brian Dawson 
from Sony is looking at the code so maybe he can give
me some help.  Thanks Brian! 
In other news, the game is coming along slowly but 
surely.  I feel like at this rate I'm going to have time to 
write maybe one more game on the Yaroze before PSX2 comes 
out (and hopefully Yaroze2).  Anyway, I changed the way my 
game handles objects and just about got it to the point 
that it was a month ago.  This new engine is much more 
flexible and will make it easier once I get to the 
level-building step. 
Total 
Annihilation
is distracting me from my coding.  Man this game is 
addicting.  I can't wait until 
Cavedog 
starts releasing new units for the game on the 14th. 
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 Posted the 
third Insider issue yesterday.  Unfortunately it doesn't 
really have much on it.  My big annoucement this time was 
going to be the new Screen Grabber, but since that's causing 
problems I don't have any major news.  Still, there is an 
GFKAEV*
update
and some miscellaneous 
tricks
that might be useful.  I'll get up a couple more screen 
shots soon - even if I have to resort to the old version of 
Screen Grabber. 
* Game Formerly Known As 
Escape Velocity
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 I had an idea yesterday to add moons which revolve 
around the planets.  I got them working in about an hour 
last night.  I'm delighted that the way I structured the 
code makes it easy to add new objects.  As a result of 
adding the moons I'm going to take 2 of the 8 original
planet graphics and dedicate them to moon graphics (there 
are a couple that look like moons anyway). 
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 I'm getting to the point that I have lots of TIM files 
to load for my game.  I use the method of placing them at 
static locations so that I don't have to download them 
everytime I recompile "main".  But, as some of these TIMs 
are placeholders I will be swapping in real graphics 
eventually.  If these new files are a different size than 
the original then I'll need to shift all the addresses to 
accomodate them. 
I'm working on a program which will do this 
automatically.  It will take a list of files (TIM, RSD, 
whatever) and generate two outputs:  a header file you can 
include in your program and an SIOCONS auto file for 
downloading.  This way I can rearrange the TIMs to my hearts 
content and only need to rerun this program to recalculate 
their download locations.  I hope to have it done tonight, 
but at the very latest it will be this weekend. 
I will post it here once it's available. 
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 The 
Address Arranger 
is ready! 
Also, I took a couple more screen shots.  They're 
available in the
Projects 
section from the lastest issue. 
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 I've been feeling lazy lately so I didn't do anything 
substantial.  I thought about putting in enemy ships, but 
the prospect of writing the AI was quite overwhelming.  So 
I'm going to work on some other aspect until I can come up 
with some cool AI tricks. 
I'm focusing my efforts on getting a demo out before I 
leave for Christmas.  About the only thing I have left to 
add is sound.  I might also try to spruce up the graphics a 
little. 
This Christmas I'm going to visit my parents on the east 
coast (I live in California).  As a bonus, this will let me 
work with Dave directly since he lives there as well (on 
the east coast - not with my parents).  We brainstorm better 
when we're up at 3am playing some mindless game. 
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 Back from Thanksgiving and ready to rumble.  It was nice 
to get a few days away from the computer to just think 
about the game.  I had my trusty notebook and jotted down a 
few ideas while away. 
Things are on track to post the demo along with a new 
Insider next weekend.  I'm psyched that I will finally show 
what I've done all these months! 
I leave for vacation in three weeks (wohoo another 
vacation!).  I'm really really really (did I mention 
really?) gonna try to get a little demo posted before I 
leave (along with a new Insider).  All I really need are 
some sounds and I'll be set. 
Dave sent me the first wave of turrets he drew for the 
game and they look spiffy!  I'll try to have a new screen 
or two by this weekend. 
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 Big day!  Posted the new
Insider 
and the 
GFKAEV* Demo. 
* Game Formerly Known As 
Escape Velocity
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 Argh!  I just downloaded the demo and unzipped it (just 
to make sure everything was okay).  I see that when you 
unzip the file it recreates my directory structure 
"dsi/ev/evdemo10/".  I'm really sorry about that.  
This was an oversight on my part.  I'll have to watch what 
I do in WinZip in the future.  I'll fix it and upload the 
new version tonight.  The demo is still playable, but 
you'll have to navigate the directories WinZip creates to 
get to the game. 
I forgot to mention this before.
James Anderson
is assembling a list of "registered ninjas" (click on "help 
4 U" on his site).  These are people that feel they have a 
good knowledge of a particular aspect of the yaroze and are 
willing to help others.  I'm the resident "2-D Bonehead" so 
if you have questions about the yaroze's 2-D capabilities 
feel free to ask me.  I'm not saying I know 
everything, but I feel I know enough to offer 
assistance. 
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 The readme.txt file included in the demo lists my web 
page URL incorrectly.  But I guess if you're reading this 
then you already figured that out... 
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© 1999-2007 Scott Cartier
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