291 Fighter

 

291 Fighter will be a side view, 1 on 1, arcade action melee. There are 4 characters to choose from, each with their own special qualities and moves including: fireballs, jumping, ducking, blocking, punching, and more! Fights occur in 320x200x256 colors against a scrolling bitmapped background. Fights may occur as Human vs Human over a network (using NetBios), Human vs AI, or Tournament fashion with multiple Humans in a ladder tournament. Human input may come from keyboard or joystick.

 

This certainly isn't a trivial project. See challenges and difficulties.

If you're playing 291 Fighter, see Tips for some info and game playing insight (Nothing technical here).

 

Here's our team & our areas of responsibility:

Team members (each link is for email):

Mike Stall - Main engine, build process.

Paul Niemczyk - Graphics, menus

Jayson Valluzzi - Sound, AI

Francesco Spadini - Networking, input.

Whole Team: Send mail to the entire team!

 

See each of the components for more detail. Each component is owned by a member and that member is responsible for all functions that are in it. There are some exceptions where someone owns a function not in their component, but that is noted. If no owner is mentioned, it is owned by whoever is responsible for the component.

Also, see list.htm for a breakdown of all the source files and their lengths and their owners.

 

 

Main Program (Fight291.asm)

The main engine. Execution starts and stops here.

 

Graphics Engine

Load Pcx files, display sprites, vertical sprite compression, flipping sprites, scrolling background, graphics segues, and more!

 

Main Game Engine (DoRound.asm), Auxiliary Support (ExtraMan.asm)

Fight out a round between 2 players.

 

Sound Engine (Sound.asm)

Handle background and foreground sound needs for 291 Fighter.

 

Networking (Network.asm, NetLayer.asm, Tourny.asm)

Handle networking for Human vs Human and tournaments.

 

Input (Input.asm), Joystick Control (Joystick.asm)

Get input from the user and convert it into a form the main game engine may use. Input may come from the joystick, the keyboard, across the network, or from an AI. The input component gathers input from any of these sources and then converts it into a codeword that the game engine can easily decipher.

 

AI (Ai.asm)

AI to control a player.

 

Externals

We have external code from several sources. See specific components for more details.