Highlight more than ninety percent of the area, get a nude still of the girl. Highlight more than eighty percent of the area, and move on. Get the coins to spell 'EXTRA' and work on a different, more risqué picture. Work to cover the highlighted area of the box. Gals Panic S - Extra Edition (c) 1997 Kaneko. Super Star Soldier (Tourvision PCE bootleg)Ĭredits Mameinfo and Mametesters Project Robert J. 25th April 1999: Dumped Omega Fighter Special.
GALS PANIC 4 DRIVER
8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid. 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver. 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special. 0.89u3: Changed Z80 CPU2 clock speed to 5MHz. After showing bad rom errors, the game resets. The reason is, the player can move along the edge of the polygon, thus at start this is the entire edge of the play area.įor inside out the polygon represents the revealed area, and is expanded as the gameplay proceeds.- 0.147u2: hap fixed clone Omega Fighter Special. This means you make the polygon smaller as the game proceeds. If you go outside in the polygon represents the area that is obscured (thus at start, the entire polygon covers the game area). This has an important effect on your game if you plan to use the polygon approach. Qix, Volfied, Styx use an outside in approach the player starts on the outer edge of the playfield and fils the area inwards. It starts with a revealed block inside the image and the gameplay extends to the edges. Gals Panic is a inside out style Qix clone. It can be done but consider this from the start.
Basically the line starts on a edge on the source polygon. This method is based on adding polygons to the existing start polygon. need a pixel collision type to move around etc. You can do speedbonusses, but those are a bit tougher to construct. Gameplay speed has a direct relation to the number of pixels checked each frame.
Gals Panic is an arcade game during the 224x256 screen resolution area. Since you work on a per pixel basis, flood fills become more expensive as the resolution increases.
Like in Gals Panic, "big bad" can destroy revealed areas.If he is, then you need to flood fill the other side of the line. So if you do a quick floodfill on say- left of the drawn line check if the "big bad" is in the filled area. The Closed of area is determined by the position of the "big bad" in the game. Does the player hit a pixel colored as the revealed area (white)? yes- do a floodfill in the closed off area. Each movement a check runs: does the player hit a pixel colored as its own line? Yes -prevent movement. The line drawn by a player is like the snake. The 2nd one is create a polygon structure. The first one, is the way Gals Panic actually works: checking against pixels. There are two ways of realizing the gameplay field. So suppose the filled game area is white and the backdrop is black, a simple multiplication can make those white areas show the revealed picture. These two are combined to produce the end result. The 2nd one is the actual gamefield where the game is checked against. One is the picture that you want to be revealed. The general concept here is, having two images. You may search for Qix to get more information on how things work.