https://github.com/gemisis/death-match
A fun top down shooter with basic multiplayer for the Super Nintendo.
https://github.com/gemisis/death-match
Last synced: 10 months ago
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A fun top down shooter with basic multiplayer for the Super Nintendo.
- Host: GitHub
- URL: https://github.com/gemisis/death-match
- Owner: GEMISIS
- License: other
- Created: 2013-04-15T22:26:31.000Z (about 13 years ago)
- Default Branch: master
- Last Pushed: 2013-05-05T10:40:42.000Z (about 13 years ago)
- Last Synced: 2025-03-16T01:41:40.912Z (over 1 year ago)
- Language: C
- Homepage:
- Size: 516 KB
- Stars: 0
- Watchers: 5
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README
- License: LICENSE
Awesome Lists containing this project
README
Death-Match
===========
local.mk template:
# path to snesdev root directory (for emulators, devkitsnes, PVSNESLIB)
export DEVKITSNES := /opt/SnesDev
# path to devkitsnes root directory for compiler
export DEVKIT65XX := $(DEVKITSNES)/devkitsnes
Code Style:
Variable declarations: u8, u16, s8, s16, u32, s32 yourVar
Struct declarations : struct Player_s { }; Player_s YourPlayer
Const / macros : const u32 VARIABLE_ALL_CAPS
#define YOUR_STUFF stuff
function declarations:
unless specifically called in other source files, functions should be
declared as static. i.e.
static void yourFunction(){}
Static functions are local to its residing file and will begin with lower case letters.
Functions that are called outside of its residing file should begin with a capital letter. i.e.
void PlayerUpdate() {}
Bracket style:
functions:
void yourFunction()
{
printf("stuff");
}
long if statements
if ()
{
}
one liner if statements:
if () {
}
Things to avoid:
-extensive pointer use
-division (1)
-multiplication (1)
-32 bit integers (2)
-float variables (3)
-signed integers
-arrays
-lots of local variables
-passing large numbers of parameters to functions (4)
Notes:
(1) Use bitshifting if possible (mult: <<, div: >>)
(2) Snes CPU is 16 bit native
(3) Fixed point math only!
(4) Pass addresses of large data types, or hardcode function data access if possible
Further tips:
http://www.portabledev.com/wiki/doku.php?id=bug_tcc_en
Pvsneslib Documentation:
http://www.portabledev.com/media/SNES/PVSnesLib/doc/