TODO LIST :
-Define tile and sprite palette in zone of 16 colors
-Make the whole game more fun (Bonus weapons)
-Do a simple menu, that allow to play at some levels ==> With Game engine
-Make some modules for each part of game
 Module for animate holes
 Module for sprite special effects
-Make animation for hole (brick melt) + special effect for powder
-Think menu and interface
-Correct hblank for real hardware
-effect on ingame text

-----------
-22Sep2002-
-----------

DONE : GamePlay improvement : Caracters can go up-down and left-right (can use diagonals)
DONE : hole bug ocrrection
DONE : Final ladder manager (with animation) - Exit cell redrawn
DONE : Ennemi know how to get out of hole
DONE : Display ingame Texte (15cars max) with automatic centering option.
DONE : Conversion programm to reuse amiga level already done.

-----------
-20Sep2002-
-----------

##How many sprite ? how they are affected ?
#Sprite : There is 128 Sprites
InGame :
0-9     Player     (10)
10-49   Ennemi     (40)
50-89   EffectSpec (40)
90-104  Texte      (15)
105-107 HUD          3 (display Time)

108 useds sprites - 20 left

#Menu - Sprite Affectation
0 - 10   Players and ennemis
11 - 127 Textes


#HOLE and DYNAMIC STUFF MANAGEMENT :

A 80x64 array of 8bits char. Each bit have a signification

u8  board_dynamic[80][64];      // Global map for managing all dynamic game element (player, ennemis, holes)
                                // BITS
                                // 0x01 Player
                                // 0x02 Ennemi
                                // 0x04 Hole
                                // 0x08 Not Used
                                // 0x10 Not Used
                                // 0x20 Not Used
                                // 0x40 Not Used
                                // 0x80 Not Used

DONE : Use 16colors for background tiles
DONE : Define palette for background tiles ==> All background use 256 first colors, sprite use 256 next
DONE : Do a font for the menu (16 colors), used in whole game
DONE : -Find a system for manage hole : Do a second gamemap, using bits

DONE : 3D Line. Programme precompute 3 lines of blocks. Hblank do a parallax scrolling

#HBLANK

On real hardware HBlank is very slow and everything going wrong

IDEA : Intro of game will use the game engine (Big Scroll)

-----------
-19Aug2002-
-----------

DONE-No need to compress levels

TILES & Palettes
----------------

##BackgroundTile:
-Tiles for GameMap (each "cell" is 4 tile (16x16 pixels)
(Put first all commun tiles who will never change)
1 Empty cell (One tile instead of 4)
10 Final ladder (Animation)
1 chest
1 "1up"
1 for exit
1 for teleport start
1 for teleport arriving
1 for switch (4 Colors ?)
1 for Door (+ animation ?)

1 Brick cell + 7 precomputed Brick melting
20 Concrete (max)
20 ropes (max)
20 ladders (max)
X GameMap tranparent tiles (put a limitation ?)
X Background map (put a limitation ?)
X Perspective effect maps (?)


##Sprite Tiles:
-Player1 : 5 Tiles
-Ennemi1 : 5 Tiles

Sprite Special effects (Special effect could append when player is near)
1 for powed thrown on bricks
1 for brick that appear again
1 around chest
1 for false hole
1 for teleport
1 for player appearing
1 for 1up

GBA Background are used like this :
4 Backgrounds
1/ Menu and interface in game, transition from menu to game (on top)
2/ Game Map
3/ Perspective effect on game Map
4/ Background Map
(5/ Background colors)


-----------
-18Aug2002-
-----------

-------------------------------------------------------------------------
GAMEMAP
-------
A gamemap is stored using 8bit char.
Value are :
0 : Empty cell
1 : Brick
2 : Exit ladder
3 : Exit cell
4 : Player1
5 : Player2
6 : Player3
7 : Player4
8 : Ennemi1
9 : Ennemi2
10, 11, 12, 13, 14, 15 : Ennemi3 to Ennemi8
16 : Fake brick
17 - 19 : Free
20 : Chest
21 : 1up Bonus

40 - 59 : Concrete blocks (20 block max)
60 - 79 : Ladders (20 block max)
80 - 99 : Ropes (20 block max)

100 - 255 : Transparent cells (used to decorate)
-------------------------------------------------------------------------
BACKGROUND MAP
--------------
0 : Empty cell
1 - 255 : Transparent cells (used to decorate)
-------------------------------------------------------------------------
BACKGROUND COLORS
-----------------
160 values stored in 16bits
-------------------------------------------------------------------------



64Ko for storing Tile and Maps
4x16Ko Tiles zone
	1Zone = 256Tiles in 256colors in 8x8 size
	1Zone =  64Tiles in 256colors in 16x16 size
	1Zone = 512Tiles in  16colors in 8x8 size
	1Zone = 128Tiles in  16colors in 16x16 size

32x2Ko Map Zone
1map=2ko in Size0 (32x32), this is what we need for each backgroung

Idea : Parallax background ==> Ok Depth effect on foregrounf brick

Palette is 256 Colors (at 0x5000000)
For all backgrounds !!!!!!!!!!!!!!!!

Combien de background je veux
(1 pour jeu, 1 pour background, 1 autre pour second background, le troisieme pour le degrad)

R&D : Il faut mettre en place une interruption qui se chargera de faire le degrad
Modif des registre avec la synchro horizontal
Il pourra aussi faire des parallaxe.


Position of a caracter :
------------------------

All level is managed with some global array containing cells.
The arrayes are 80 x 64 cells
Each cells represents 16x16 pixels.

A dynamic caracter is localized by absolute pixel coordinates representing CENTER of its 16x16 box.
A relative positioning system is also used, based on the center of each cells.
Absolute system : Center of caracter is at position X, y in pixel
Relative system : Center of caracter is on cells number x, y with a relative position variyng from -7 to 8 in x and y (0,0 is center of cells) )

DONE-Do a scrolling with a pixel precision
DONE-Main player is a sprite
DONE-Move main player
DONE-Display chest
DONE-Make simple hole
DONE-Do caracter animation
DONE-Start PC level editor
 
Structure des elements
----------------------

Donner simplement le numero de depart de chaque categories
1 brique
N Beton
N echelle
N cordes
N decors

L'editeur sera sous amiga, il faudra refaire un systeme compatible entre les deux.
Si possible ne pas changer le code entre les deux
Faire un simple convertisseur de format amiga vers PC

-----------
-27Jul2002-
-----------

First ideas. Do a remake of lode runner, and especially BodeRunner (amiga).
GBA screen is 260x160 pixels, after some tests it seems that using 16x16 pixels blocs
would be better onGBA screens. 8x8 was too small, dur to bad luminosity of GBA screens.
Get all my amiga sources and datas back
