A new version of Dreamcast Fighting Game has been released by Jimbo, here’s a rundown of the changes/additions:
Added transparent backdrop and nicer menu code.
Thanks to Paul Boese for the rect() function from the tunnel demo which i have ripped off.
Sounds for menu options, 1/2 player choice.
Only paused players can use the menu(press start).
ran into some 0100 null pointer errors when trying to move all the controller into into a game struct.
thinking a better approach is to keep pointers in the struct, and leave the cond structs global….well see.
added walking code: a couple of presets, and some extra code in do_move().
got a logical flaw in here; its impossible to punch a guy while walking….but only in 1 direction – walk in 2(towards,up) and you can hit. this is interesting…ideally, the arms should have no knowledge of the feet.
tried to put the win condition back in…came across a global var for running_state. now it seems to need a game struct for encapsulating this info and passing it around.
cleaned out the 1_1_7 defines.
found the problem and a hacky workaround for the no-cpu-kos117 controller code bug. so now its fixed. hopefully this code is ready for controller logic revisions.
The unscrambled bin can be downloaded from Jimbo’s Dreamcast Fighting Game site & you can grab the scrambled bin + Nero & DJ images from here