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Spoiler For outdated: Version with the complicated map.

Version with the smiplistic map.

For multiplayer by link port, see here

(they all try to run at 15MHz if available)

For multiplayer by link port, see here http://www.omnimaga.org/ti-z80-calculator-projects/%28axe%29-super-smash-bros-open/msg392057/#msg392057 (they all try to run at 15MHz if available)

Finally, this project gets a topicSo yeah, as some of you have already seen on IRC, I am working on a Super Smash Bros. Melee clone for monochrome z80 calcs. If you don't know that game, here's a link that may interest you Before annoying you with text, here's a screenshot of the current progress.On that screenshot, you can only see one Fox moving. That's only because I don't want my left hand to play against my right hand but I checked, everything works with the other Fox too.For now, they are played on the same calc (with different keys obviously) but for future versions, I was thinking about two solutions: either you use a second calculator as a pad without its screen being used or I use CalcNet as geekboy suggested. That's for future versions anyway, I have other problems to solve.Now, why "Smash Bros. Open" ? Simply because of a play-on-words with "Open".Those watching the tennis know that "Open" can refer to a competition, which fits a game such as Smash Bros. pretty well.Those using Linux might think of open-source programs and other openness things.To clarify that openness, let me give you an example. A question that I was often asked is "Will there be only Fox ?". And the answer is "Yes and no".I will probably only make Fox. But the engine is really modular which (will) allow you to create your characters and play them ingame without even having access to the source code (they will be in appvars in other words). Even if you want to play as an invincible leek that one-shot with every hit !As for the source code, it will probably be published (once cleaned up a bit) in order to allow people who want to add missing features (such as items) to do so.Speaking of which, the source code is completely unoptimized, but it is done on purpose. This way, people who want to edit it can do so very easily instead of digging through my usual unreadable code (even though not necesarily more optimized). In fact, the source code is currently 51092 bytes with comments and preproc constants, while the executable is not even 13000.Another question people can wonder is "6MHz or 15MHz ?". And the answer is "both" for now.What slows down the program most is drawing the map. So we can play at 15MHz with a "complicated" map, such as in the screenshot, or at 6MHz with a "simplistic" map that only contains rectangles. That's still a bit slower than the 15MHz version with the complicated map, but it is very playable in my opinion.Badja for scaled sprite routine.Matref for packing those routines into an axiom.Quigibo and Runer112 for Axe.I think you'll easily guess the keys I use to control one of the Foxes. For the other one, the keys are the numpad, log and xI don't see anything else to say for now so I'd say I'll answer questions if you have any