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Devil Lu Linvega

It looks like we're actually doing this.

So nearly 10 years ago we made this game for iOS called Oquonie. And this year we'll rewrite it for Varvara to be as small and portable as we can possibly make it. After running a couple of tests, it seems like we'll be able to port the whole thing without too much trouble.

100r.co/site/oquonie.html

48 comments
Tekgo

@neauoire yeah! I remember testing this back then, looking forward to playing it again

Devil Lu Linvega

@Tekgo We'll add a couple of new things and tighten the design a bit

Kartik Agaram

@neauoire Then it should be future proof for at least 50 years!

Riccardo Mori

@neauoire Has it been 10 years already!? Oh my. I loved Oquonie!

grey

@neauoire That seems like a lot of assets to convert!

Devil Lu Linvega

@grey yup! there's a lot of stuff, but it allows us to fix up a few things and create new ones too :)

Lizbeth

@neauoire i’m so curious to see the spritesheet for this, is the whole game’s assets gonna fit in a sheet the size of what i had for the dungeon thing?

Devil Lu Linvega

@ritualdust there is not "spritesheet" for this, instead what I'm doing is leaving a bunch of space in memory to put sprites temporarily.

When I enter a room, I go read a length of data from the oquonie rom that is beyond the size that is addressable(like, beyond the maximum 64kb of a rom) and put the assets in addressable memory while I'm in the room.

I'm not sure if that means anything to you, but imagine that I build new spritesheets for each room that I enter :)

Devil Lu Linvega

@autumnull @ritualdust the file device can stream for a length of X, if I keep that value on the stack I can know how far I've seeked. If I seek 100 times for a length of 0100, then I've gone beyond the limits of the memory

Andy Alderwick

@neauoire Wow, sounds like the File device we discussed back at lists.sr.ht/~rabbits/uxn/%3C20 would be very helpful here, to improve random access performance an awful lot!

I've always been curious with Oquonie whether the same partial loading approach needs to be done with code, too. I've been working on loadable module support recently, so that could help too 😊

Devil Lu Linvega

@alderwick I'm trying to build oquonie with what we already got, and when I reached a point when I need to optimize maybe we can see which approach is the most painless :)

Andy Alderwick

@neauoire Just to be clear, since I mentioned both at the same time: the loadable module support is already using just what we have already. The J?I instructions have been instrumental in making it happen, so this is exciting new work!

Devil Lu Linvega

@alderwick Oh! yes, sorry I meant the seeking. I don't think I'll have to stream actual code for this. So far the oquonie core is only 2000 bytes long, but the world object will be pretty big so we'll see!

js: github.com/hundredrabbits/Oquo
tal: git.sr.ht/~rabbits/oquonie/tre

Lizbeth

@neauoire I can kinda picture it, I'm still impressed at the scale and complexity of things you manage to do with it, I feel it's gonna make a nice little game platform :3

Ben Porter

@neauoire I love it. Two of my old favs solstice and head over heels were in this mood.

Csepp 🌢

@neauoire Oooh, I wonder what this would look like on the PocketViewer's 1bit LCD screen. 👀

Csepp 🌢

@neauoire Looks nice, but I think the pixels are bigger on the PV, but that might not be an issue.
I guess I'll have to build an emulator and see for myself when it comes out. 🤷

Csepp 🌢

@neauoire Not off the top of my head, based on a rough visual inspection I'd say it has about... 40+ pixels per centimeter? And the screen is roughly 6.5x6.5 cm^2.
So that's around ~300 pixels in both direction, but it's very possible I miscounted, counting pixels is hard.
Not sure if other models have different screen sizes.
I tried to find an official count in the docs and emulator config files I have but couldn't.

daniel

@neauoire what do you mean nearly ten years ago

Oh no

Kurt B. Kaiser

@neauoire This whole thing is whimsically great. Or is it greatly whimsical? I’m looking forward to it - I may have to go try the current version.

rémi 🐌

@neauoire i remember playing it a few times and just wandering around, getting lost in this strange world 🖤 i still listen to the music sometimes while working! It’ll be really nice to see you reworking it and to revisit it again eventually

poetaster

@neauoire It just dawned on me, while looking at trying uxn on SFOS devices, that I didn't know if you deal with SDL_FINGERDOWN:? Is touch stuff implemented or does it need to be?

Devil Lu Linvega

@poetaster if the fallback is the mouse device, it's probably not necessary? But if someone needs it, there's plenty of space left in the mouse device ports ^^

poetaster

@neauoire ok, theres multi-touch stuff and tap, tap hold stuff not covered by mouse like. But well known code. C++ to c then.

manifoldslug

@neauoire Cool, I always missed seeing games of this complexity crammed into uxn. Like, we already know how much fun could fit into a small cartridge since ages ago, but it still feels like it could prove that it can be done less painfully and more portably.

floatvoid

@neauoire do hiversaires next. would look amazing in noodle/moogle gfx

Devil Lu Linvega

@floatvoid that could be fun! We'll start with this one and see how much stamina we have left on the other end ;)

rezmason

I'm real happy to see this, pals! 😊 How's the asset conversion gone so far @rek ?

calutron

@neauoire @rezmason @rek Amazing that the style is so portable after all this time. I feel like this would be a huge re-do with a lot of iOS game styles

R E K

@calutron @neauoire @rezmason Yea ^_^. Am glad. I have to simplfy some designs, but in all they translate well.

rezmason

No pressure, but may we see a Camilare glyph if you've got one converted?

R E K

@rezmason i've only got one so far, but i need to tweak it a bit. This was my first test (devine hasn't implemented glyphs yet)

R E K

@rezmason Going very well :>! Some assets are trickier than others, but I always find a middleground that Im happy with ^_^!!

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