Ninja Fighter 2d - version 0
![Image](http://50.17.234.100/ammianus/32x/images/ninjafighter2d_v0_001.png)
Edits
Gameplay video:
v3 - http://youtu.be/ChiOXwBn_kk
Rom:
v3 -http://50.17.234.100/ammianus/32x/demo- ... r2d_v3.32x
I know it's not much. Basically I am drawing a background and a few sprites to the 32X VDP in 256 color mode. The player controls the ninja character, who can either move left or right or kick (b-button). The other character is "ai" controlled and will follow you around. I haven't added any moves for him. Kicking the opponent will send him flying. Really basic logic. And yes there are some sprite glitches I haven't fixed yet. I have not tried this in real hardware (don't have access yet) . It plays in Fusion 3.64 and Gens-gs-r7-win32-pkg1.
Nothing fancy going on here. I did write some functions for drawing arbitrary sized image data at any location in the FB, and it can be drawn "flipped" depending which way the sprite is facing. I haven't found anyone has shared any low level C library with basic functions for this, but if someone had it that would have saved me time
![Smile :)](./images/smilies/icon_smile.gif)
I used Chilly Willy's 32x gcc tool chain for this, most of the code is written in C. I also borrowed heavily from the examples he provided like TicTacToe.
I used mic_'s lzss_decode and a modified version of his sixpack tool to compress all the graphics to lzss and decode them to draw.
Sprites I (shamelessly) took from various sites on the web, the ninja is from Samurai Showdown I think and the other guy is Sesshomaru from Inuyasha (I think he was in some Mugen game).
Thanks for everyone's help with my newbie questions. This is not really the game I want to make, so I hope to continue working on this, learning how to make better, more fun games.