Maze game example

Programming examples for the Psy-Q SDK
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Gecko
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Maze game example

Post by Gecko » January 11th, 2016, 8:49 am

Hello, World!
Just want to share what I have so far after several months tinkering with PsyQ: basic maze game engine with character animation and collision detection.

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mazedemo.zip
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gwald
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Post by gwald » January 11th, 2016, 2:08 pm

Gecko wrote:Hello, World!
Just want to share what I have so far after several months tinkering with PsyQ: basic maze game engine with character animation and collision detection.

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mazedemo.zip
Nice! :dance
how long did it take you?

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Shadow
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Post by Shadow » January 11th, 2016, 2:29 pm

gwald wrote:Nice! :dance
how long did it take you?
Gecko stated, "several months".
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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gwald
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Post by gwald » January 11th, 2016, 10:52 pm

Shadow wrote:
gwald wrote:Nice! :dance
how long did it take you?
Gecko stated, "several months".
oh.. good effort... very smooth moving...

Gecko
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Post by Gecko » January 11th, 2016, 11:25 pm

Actually this project took me about a week - I spent most of the time setting everything up on my Linux box, prepairing tools, reading SDK docs, experimenting with CD burning, testing on real PSX, etc.

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