For Game1 you will create a new game using a constrained display system called "PPU466." This system is (approximately) based on the Nintendo Entertainment System's PPU. In order to use this system you'll need to design an asset pipeline to produce sprites and tilemaps to fit the constraints of this... unique... display hardware.
Your goal is to start with a fork of the game1 base code and develop a new game that uses your asset pipeline and draws using the PPU466.
If you include any source images you did not draw yourself, (a) [don't plagiarize] list the source of the image in the README.md and (b) [don't steal] be sure that your use is compatible with the license of the image. I take this very seriously. Messing up because you "don't have time to write down where you got the image" is a very good way to fail the class.
The challenge of this assignment is designing an asset pipeline that will work for your game and is compatible with the PPU466.
Your asset pipeline should help you load tiles and use them in-game; you may decide to use your own binary format to store them, or to leverage the built-in load_store_png.hpp
helper functions.
You may additionally wish to develop an asset pipeline for loading backgrounds (arrangements of tiles), since the PPU466 requires you to use tile-based backgrounds.
README.md
to document your project; replace screenshot.png
with a screenshot of your game. (The base code is already set up to capture a screenshot whenever you press the PrintScreen
key.)The official inspirational song of game1 is "Sick Beat" by Kero Koro Bonito.