Back when I started porting Decaying Orbit
to NUON I figured the easiest way was to leave the source largely untouched
and create a wrapper that translated the Yaroze library function calls into
I don't remember if I considered it at the time, but doing it this way also
allowed me to port other Yaroze games to NUON using the same library. I
contacted a couple Yaroze members about porting their games and, with their
go ahead, got to work.
by Ben James
I hunted around the Yaroze member websites looking for games for which
members had made the source code available. I found
along with the plethora of Yaroze games that he wrote. From Ben's
games I chose Katapila
to port because it
looked to be the simplest - I definitely wanted to start with something
simple. Through some email exchanges he sent me all I needed to get
is a platform hopping game where the
screen is constantly scrolling up with you, forcing the platforms you
just used to disappear off the bottom of the screen. The lower
difficulty levels afford you more time to think as you can bounce off
of stationary platforms and can hit the same platform multiple times.
The Very Hard level is brutal in that every platform moves, and even
worse is that bouncing on a platform makes it explode in a shower of
sparks, forcing you to think quickly and always be on the move. Some
nice background music and suitable sound effects accompany the game.
by Philippe-Andre Lorin
I knew I had to have at least two games to really cement the idea
that the library was the real deal. I don't remember why I chose
, and in retrospect it was probably a
masochistic game to select. The game pushes the hardware very hard
due to the fading trails that objects leave behind. There was no
turning back though. After playing around with the Yaroze version
I knew I had
to port Invs
Even more brutal was the revelation - near what I thought was the end
of the project - that the original game actually runs twice as fast
as I had thought. Some mad optimization and I got it mostly up to
speed. The nice thing about the library is that I can always revisit
games and keep improving them over time.
appears to be a Space Invaders
wannabe when in reality is so much more. The varied enemy types,
shield and shot power up, warps, and other bonuses make
so much more special. Philippe was
even kind enough to enhance the game for the NUON release. The
version in the Yaroze Classics
plays much faster, and more brutal, than the original. Whereas I
beat the default high score on the original after a few games, I
have yet to do so with the new version.
by Chris Wallace
Added April 27, 2006
The release of the initial Yaroze Classics disc sparked a thread
on the official Yaroze newsgroups (which are still open and active
after all these years). Chris posted saying he'd let me at the
code if I wanted to port his game
I had originally planned to move onto a new project, but in the
end figured I should keep going with Yaroze Classics while there
was still interest. Shortly after starting the port I realized
that it would be the easiest one I've done so far. It didn't
even take that much optimization to get working at full speed.
There is one odd thing with this port. The game has graphical
glitches on the title screen that I have not been able to fix.
It doesn't seem to harm anything, but it will bug me until I can
figure it out.
There are dozens of Yaroze games that could be ported. Over time I
hope to fill in the Yaroze Classics collection with as many as I
can, provided the authors are willing. My hope is that each new game
ported encounters fewer and fewer bugs in the library, making the
ports that much easier. Keep checking back from time to time to see
if any more have been added.
This web page and all other pages on this site are
© 1999-2007 Scott Cartier