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**0.4.3** - 0.4.3 is out, with minor changes: | ||
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* Whopping one more stage - LEcho1.xml is an exclusive puzzle (I think) I | ||
made; IT ONLY WORKS WITH 0.4.3+ (a bug in earlier versions crashes the game | ||
after you get to the first echo). I realized that the zoom level is horrible, | ||
so I promise I'll put a zoom function into the next release. | ||
* Falling Animation - It isn't as good as I would like it to be, but I don't | ||
think I can expect to much from trig functions. | ||
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**0.4.2** - Finally, after 30 revisions and nearly 2 months, here's release | ||
0.4.2. I didn't use 0.5 because the 0.4.x series (animations) is still not | ||
done yet. Consider 0.4.2 as a large maintenance release. Changes: | ||
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* NEWNewHolesAndLaunchers - Complete clone of echochrome and OLE Coordinate | ||
System. Yes, including launchers. | ||
* FPS - 30Hz across all platforms | ||
* Spawning - The mannequin now spawns at the last echo. | ||
* Documentation - Most of the code is now well-documented. | ||
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After 0.4.x, 0.5.x will consist of the level creator, which will be | ||
Java-based. Audio will be implemented in 0.6.x. It will play ONLY WAV/PCMs. | ||
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**revision 103** - r103 pretty much completes the documentation project. Now | ||
I just need to complete the launchers, and fix the holes (I hear that the | ||
character is supposed to rotate in space too...?). | ||
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**revision 96** - Still...trucking...on...to...the...next...release... N-Echo | ||
is working correctly now, and, with the new libnds, it's likely to stream WAV | ||
instead of MP3. | ||
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**revision 83** - By no means is r83 working correctly, but here are some | ||
changes you'll see in 0.4.2. The release has deviated from the RoadMap, but | ||
it's a needed maintenance: | ||
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* NEWNewHolesAndLaunchers - The new implementation of holes and launchers is | ||
WAY simpler than the other 2 designs. Holes is working as of r83, though | ||
there | ||
are some strange bugs, like the character falling into the grid next to it. | ||
I'll have to add some distance restrictions. Launchers still need to be | ||
implemented, but it should be pretty simple, and similar to holes, though I | ||
still need to know just how high the mannequin jumps. | ||
* Audio support - You can't play it yet (probably will read from a playlist | ||
in | ||
a prefs file), but the functions have been put in place (see echo_mp3.h and | ||
echo_mp3.cpp) OpenAL for Windows/Mac/Linux, and ASLib for NDS. MP3s will be | ||
used for music, though I'm still having trouble with sound effects such as | ||
the | ||
mannequin's footsteps (probably WAVs for OpenAL; you can do weird shit like | ||
Doppler effect in there). | ||
* FPS - Has been fixed to 30Hz | ||
* Spawning - The mannequin now spawns at the last echo. | ||
* Position - Technical stuff: the position in grid_info_t is now a pointer | ||
for | ||
consistency. | ||
* Documentation - I'm starting to document the source code via Doxygen, | ||
mainly | ||
to attract new developers (perhaps after 1.0, or now). | ||
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**0.4.1** - Through the magic that is Inverse Kinematics, the mannequin can | ||
walk up stairs now! Yay! | ||
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**0.4.0** - THANK GOD FOR PUGIXML! N-Echo is BACK with WALKING ANIMATION! | ||
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To make this change, I had to abstract the xml libraries away; just by | ||
changing the Makefile I can make l-echo compile with TinyXML (works with | ||
l-echo, but not n-echo), rapidxml (buggy) or pugxml (windows only). Just look | ||
at echo_xml.h and echo_xml.cpp. | ||
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You'll probably also notice that my coding style has changed. Now new code | ||
and | ||
revised code will by status-based. | ||
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You'll probably also notice that the mannequin in n-echo is unnaturally | ||
fast...I'll fix the FPS next release, because l-echo runs at 30 fps and | ||
n-echo | ||
runs at 60...Oops. | ||
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**revision 66/67** - Not so much as a release, but since I don't want to give | ||
anyone the idea that this project is dead; it's far from it, because I'm not | ||
dedicating pretty much all my time into the project. | ||
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Anyways, some changes: | ||
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* WALK ANIMATION!!!!!SHIFT+1111!!!1!1! It's not too realistic or like the | ||
mannequin from Echochrome, but it's a start. | ||
* The build system now includes the template itself, because I probably broke | ||
GPL in the time I took down the nds template. I apologize to all who wanted | ||
to | ||
compile n-echo. The instructions to compile from SVN has also been updated. | ||
* Speaking of SVN, I've just realized that revision 60/61+ doesn't work for | ||
the NDS. I again apologize, but it's because I didn't have my did to try it | ||
out. The bug was mainly caused by he amount of vertexes the model | ||
required...So revision 66/67 just displays the character's head right now | ||
(for | ||
the NDS). | ||
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**0.3.3** - I've slightly changed the method I use to compile for Mac, and it | ||
might work this time around if it didn't the first time...I have no idea if | ||
anyone with OS X has this working, so I'm just taking a crap shoot. | ||
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Oh, and this game DOESN'T WORK IN MAC OS X PPC64. The 10.4u OpenGL/GLUT | ||
framework isn't compiled for ppc64, and I can't get the latest damn XCode dmg | ||
file open. | ||
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Constant velocity and running are added (which reminds me to update the | ||
"menu" | ||
next release). I also apparently forgot to add running to the DS | ||
version...Next release? I'm running out of buttons, though, so I probably | ||
have | ||
to come up with a preferences system to remember which hand you are. | ||
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**0.3.1** - forgot to change the goals to be one of those shadow mannequins, | ||
started packing in reverse-engineered stages (oh, and I added the second | ||
solution to A1) | ||
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**0.3.0** - Character model finished. I should probably fix the graininess of | ||
the model (likely caused by the model's form as strips of quads. instead of a | ||
seamless polyhedron). | ||
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**0.2.8** - After a hiatus with the nds version (size 16 font is not used now | ||
because the nds doesn't like tile overflow), this project is back on track, | ||
with 0.2.8 now packing and uploading as I speak. | ||
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The code has been improved overall, and the loader has been made to ignore | ||
errors and keep running rather than just quit. | ||
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The next release should be 0.3.0 with the character model, most likely | ||
hardcoded (since a .3ds or .obj would be overkill). | ||
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**0.2.7** - Hardware-based outlining for all versions, because of the | ||
character (mannequin). echochrome is done with that distinctive pen+ink | ||
style, | ||
so I should follow suit. However, the NDS version is having some difficulties | ||
(you can see it in the stairs in A1, which is kind of hacked together). I've | ||
posted a thread over a gbadev; waiting for answers. | ||
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**0.2.6** - FIXED NDS VERSION! I didn't catch the seg fault bugs in 0.2.4 | ||
because I didn't test it with my NDS, just with DeSmume. Well, it isn't | ||
really | ||
fixed, there's some tile problems with the loader + info screen, but | ||
otherwise there's no real problem...I think. | ||
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Also, I've written the RoadMap for this project in the foreseeable future. | ||
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**0.2.5** - As I'm writing this right now, release 0.2.5 should be uploaded | ||
to the download section. Right now, I'm developing in a place with slower | ||
Internet connection, so uploading releases is now a laborious task that takes | ||
hours instead of minutes. | ||
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This release brings you a seperation between stairs and freeform_grids; the | ||
former is for elevation changes, and the latter for visual obstacles, for | ||
perspective absence and existence. | ||
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**0.2.4**, another of those "screw-it" releases, adds a rudimentary menu so | ||
that it doesn't have to find "sample1.xml" at start time. | ||
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**0.2.3** - N-Echo has a loader now, and the Windows in-game loader is fixed. | ||
Again. Sorry, but I didn't know that fstat doesn't work on Windows. | ||
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**0.2.2 redux** - L-Echo ported to Mac OS X (10.4+)! | ||
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**0.2.2** - FIXED WINDOWS VERSION!!!! Lots of changes: | ||
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* (Kind of) Scalable - As in, if you have a really really large stage, the | ||
camera will scale with it. The text won't, though, which is what I'm going to | ||
fix sometime in the future. | ||
* Touch Screen/Mouse Support - BOOYAH! It might be a little buggy though. | ||
* Mature Trigger System - Look in the sample for N-Echo | ||
* Better Holes and Launchers - no perspective jumping/falling is working | ||
like it's supposed to...well, there are still a few parts to iron out. Try | ||
perspective_jumping.xml to find out. Instead of making the grids connect, try | ||
shifting the camera down from the connection, and see what happens. | ||
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Bug Fixes: | ||
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* The stage files now work for all three platforms (N-Echo's glRotate3f is | ||
flipped, which is why the angles were negative and the controls were wacky) | ||
* As said before, the Windows version is now fixed, because of a stupid | ||
miscalculation (usleep is in microseconds, and Sleep is in milliseconds) | ||
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**0.1.1 redux** - N-ECHO LIVES! 0.1.1 has been successfully ported to the | ||
Nintendo DS! | ||
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Well, fine, I haven't learned to draw strings yet, which is why there's no | ||
key | ||
for the loader, but it works! | ||
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**0.1.1** - More of a maintenance release: -Robust loader -Awesome memory | ||
management | ||
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**0.1.0** - In-game loaders! Yay! | ||
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Oh and a note: After much deliberation, I've decided NOT TO INCLUDE REAL | ||
ECHOCHROME LEVELS IN ANY OF THE RELEASES (for now...?)! | ||
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**0.0.9** - Launchers implemented!!! | ||
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No movement on N-Echo, though... | ||
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**0.0.8** - Character class and angle ranges (see perspective_absence.xml, | ||
the other files, especially perspective_existence.xml, don't use it yet). | ||
Makefile is finally more streamlined! | ||
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N-Echo port is fixed up a little, but still doesn't work: | ||
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http://l-echo.googlecode.com/files/n-echo_attempt-3.zip | ||
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**0.0.7** - Better hole implementation (see | ||
HolesLauncherStaticGridAndIsectGrid), Linux and Windows binaries released. | ||
Oh, | ||
and if anyone is interested in port L-Echo to the NDS (as N-Echo?), I've | ||
started on the port here: | ||
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http://l-echo.googlecode.com/files/n-echo_attempt-2.zip | ||
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It's not function yet, though... | ||
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**0.0.6** - No draw capabilities = perspective existence! (2 escgrid + 1 | ||
nodraw grid) | ||
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**0.0.5** - Screw it. | ||
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**0.0.4** - Stage loading, character states, and holes + "t_grid"'s (grids | ||
with 3 neighbors...grids don't all have variable neighbors, because the max | ||
is 4...I haven't had the need to create an "x_grid" yet, but I will sometime | ||
in the future) |
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# L-Echo | ||
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L-Echo is a free and open source clone of the SCEJ game Echochrome | ||
(Mugen Kairou in Japan) (PSP/PS3). It was written for Linux but has been | ||
ported to Windows, Mac OS X (10.4+) (NOT PPC64) and the Nintendo DS | ||
(the Nintendo DS port is named N-Echo and lives in the same source tree). | ||
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## Videos | ||
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[L-Echo 0.4.1](http://www.youtube.com/watch?v=-9M15RBDUDY) | ||
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[N-Echo 0.4.0](https://www.youtube.com/watch?v=Rjv6s7molRI) | ||
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## Disclaimer by the original developer | ||
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Notice: As of 3-20-09, I am no longer developing this. This is a failure | ||
on my part, because of my bad coding practices. I can no longer maintain | ||
and add to my code, so this project is becoming a huge time sink. I'm sorry | ||
for those who wanted a full echochrome clone; I guess you'll have to wait | ||
for a good PSP emulator, or another programmer who is willing to write | ||
another echochrome clone (I'm happy to teach the concepts to anyone who | ||
wants to take up the challenge). | ||
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Update 7-30-09, it occurred to me (in the process of preparing the last | ||
N-Echo release for a homebrew contest) that I never finished the doc on | ||
how to create stages. That's finally fixed. |