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The project aims to port the classic RPG Ularn to the Pocket PC platform, providing significant graphical and technical enhancements. Originally developed for UNIX, Ularn was pioneering in its use of ASCII graphics. Our goal is to modernize it for handheld devices using Microsoft Embedded Visual Studio and C/C++. The project includes features such as character and monster movement, scrollable maps, and stylus-controlled gameplay, while future works will enhance it with animations and sound effects.
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PocketLarn Aaron Brake Matt Creamer Tim Eicher
Problem Statement • The project goal is to create a port for the game Ularn to the Pocket PC platform, while giving the game a graphical and technical update.
What is Larn? • Ularn is one of the first Role-Playing Games that was developed for the UNIX operating system. It was a very advanced game for its time. However, all graphic output was in the form of ASCII characters.
Development Environment • Software • Microsoft Embedded Visual Studio 4.0 • C/C++ Programming Language • Hardware • Dell AXIM X51v • Pocket PC with hardware buttons and touch screen • Screen Size: 320x240 pixels • Memory: 256 Megabytes
Game Engine Functions • Map Creation • Character and Monster Movement • Combat • Item Management, Stores, Skills, etc… • Data Storage
Game Engine Development • Compiled source code to see to what extent it needed to be updated • Replaced unrecognized functions and data structures with skeleton functionality • Sorted through functions to determine their necessity • Replaced database design • Removed display procedures
GUI Design • Graphical Display • Player • Monster • Items • User Input Handling • Hardware buttons • Stylus taps
GUI Development • Used the Game API to get full access to video buffer and hardware buttons • Compatible with PocketPC 2003 and Mobile 5.0 • Used the Game library for basic functionality • Handles input • Provides simple sprite and bitmap classes
WorldMap Class • The WorldMap class is used to display the map array and the items in it. • The contents of the map array represent positions in the virtual world. • Each position is a 16 x 16 pixel tile. • Paths and walls utilize larger bitmaps rather than repeating tiles.
Achieved Features • Character and monster movement • Stylus-directed movement • Color Graphics • Detailed pictures for better graphics • Level Traversal • Allows player to go back and forth between levels • Scrollable Map • Follows Player around map smoothly
Future Works • Animation • Animated sprites for moving, attacking, and spell casting • Shopping • Ability to interact town stores • Media • Implementation for DirectX • Background music and sound effects