Notes:
This is a non-interactive non-playable demo of some ideas I am working on for the first release of the game. To run it, just type:
./DJR_EA_Demo_d.elf
Here is a list of some things this release is meant to show:
1) playing looping and one shot records. The turntable on the left is playing a looping beat while the table on the right is playing a one shot sample that is just PERFECT for scratching (scratching is coming very soon)
2) smooth speed and pitch changes. The left turntable is slowly increasing its BPM
3) mixer events. things like loading a new record, a beat looping, 1/2 notes, 1/4 notes, and 1/8th notes all generate mixer events which can have callback functions associated with them. Right now this is used to change the background color in time with the beat
4) DJR uses a specially modified version of sps2util. One of the changes is that swapping buffers no longer waits for a v-sync. Therefore to prevent screen weirdness, I generate a unix signal on a v-sync interrupt and set up a signal handler to swap buffers
5) debug text menu shows you exactly what each record is doing
NOTE ON COMPILING: I have only tested this with gcc 3.0.3 which is available on the playstation2-linux site. Since I use c++ style comments with my C code, gcc 2.9.x may not work. Also, you have to change the Makefile to reflect where your sps2 header and lib directories are. Dont worry, its just a 1 line change toward the top of the makefile.
COMING SOON: controller input, scratching, switching tracks and samples, better visuals, speed improvements (some of this code was hacked together and needs SERIOUS optimization), and just generally making the code more robust and able to handle things better.
WAY DOWN THE ROAD: making an actual game out of this, 2 player battle mode, make the visuals skinnable, make the records scriptable so you can define your own records with custom tracks.
Changes:
Initial release
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