|
http://www.grandtheftendo.com/
[wdb5] [wdb5]
真恶搞。
Welcome to the official site of Grand Theftendo!
Grand Theftendo is a new homebrew game for the original Nintendo Entertainment System (NES). It is a tribute to Rockstar Games' Grand Theft Auto III running on the 8 bit, 256x240 resolution, 2 bit colour x 2 bit palette, 1.79 Mhz system, written entirely in 6502 Assembly Language!
Purely a project of my spare time, it has progressed very nicely. I had kept the development of it quiet until the very end of October 2004, in which GTA: San Andreas, and more importantly, GTA: Advance were released. After the release of GTA: Advance, a top down take on Liberty City, I decided there was no better time to show the world my efforts. It will still be a while before it's finished, but enough is done that it has something to show for itself.
Here you will find information on the game, it's history, and how it is being developed. From the paper to the PC, to the NES, it's come a long way since it began. Read further for all of the details!
Not only will the game be available as a free download when it is complete, but as will the be the development tools. If you have the programming skills and dedication, you will be able to make your own NES games as well!
Update (2004-10-28):
Just thought I would clarify that this game is not going to be for sale! It will be available for download for free when it is done. I am not making profit from this game. All of the code, graphics, etc. are done from scratch by me. The dialogue will be original as well when it's released to prevent infringement on that from GTA. I did not reverse engineer anything to create it, trace any graphics, convert any audio, it's all original. Grand Theftendo is simply a spare time, fan project for fun, and to pay tribute to Rockstar Games and Grand Theft Auto.
The History of GTN
Grand Theftendo has been developed entirely by myself, Brian Provinciano. As a long time GTA fan, I had always planned on creating my own version as a spare time hobby project. I really enjoy low level programming, and love tapping into the power of systems in ways no one else has done before. And if I was going to make a GTA, why not do it on a new system... well maybe not new, but a system which hasn't had a GTA before.
It all started in late 2002 / early 2003 when I whipped up some simple graphics and wrote a very basic engine to make sure the NES could pull off what I wanted. It wasn't much, but laid things out. Being a spare time project, other projects took priority, but by mid 2003, it began in full (spare time) force! It was then when I began drawing the map and when the real game began development!
I began by drawing a number of small sections of the map in 2D NES style art, measuring, adjusting, and scaling accordingly. Once I made sure the scale would work with my chosen sprite resolution, I used my measurements to draw the entire city on an 8.5x11' sheet of paper. I drew a second refined version, then pasted four sheets together and drew a version on 17x22' of paper. I then drew more portions of the map, each to scale on 8.5x11' sheets of paper as an additional test. Following the drawing by hand, I began drawing the entire map into my PC as a large bitmap. Each building would begin as lines, be filled in with two shades of gray to give them a 3D effect, then I would add shadows, then the details. Once the majority of the map's base was down in the PC, I wrote the graphic tools to convert it for the NES, and began developing the engine, as well as my own NES assembler.
My NES assembler was completed at the end of December 2003, although it is constantly evolving as I need new features. That's the beauty of writing your own compilers! Along with the assembler, I built a standard code library with functions for dealing with the NES registers, math, memory, 16 bit integers, and other generic code. Using that base, I began to build the engine as well as many other tools for graphics, text, and other game resources.
No release date is set, although I am putting more time into the project now than ever before!
More Details!
Grand Theftendo takes place in a remake of GTA3's Portland, the first of the three cities in Liberty City. Since I've been working on the entire game myself, it would take far too much time to draw all three cities (let alone code all of the missions!). You wouldn't believe how long it took to draw the entire city in 2D for the NES! It will still contain remakes of the Portland missions though, and possibly more!
I started playing GTA back in the original days of it's top down gameplay (GTA1 & 2 for the PC), and still love to play them every so often. The 8-bit roots of GTA began with them, when they were ported to the Game Boy(Color) in 1999/2000. They were produced with a completely flat 2D perspective, and it worked nicely. However, I didn't feel GTA3 could be pulled off as well with the flat 2D perspective as was done on them, since it was initially a third person 3D game and not simply a top down 3D one. I decided to give it a top-down-front view to create more of a 3D feel. Each car needs more animations, the game needs more memory, but it's definitely worth it. Pure top down versus front angled top down might seem minor to some, but I know it makes a huge difference to most! The ability to see the walls of buildings and front of characters really adds to the game experience!
As well, I gave it all rotation controls. The pure up is up, left is left scheme makes aiming more difficult and limits movement to only eight directions. The rotation controls for example, allow you to shoot all around yourself by simply pressing left or right. As well, with Grand Theftendo's 16 directions per sprite, movement, maneuvering and steering is very easy.
Developed for the fans by a fan, I've taken the time to make it as comfortable as possible. I believe that a pure 2D GTA can be pulled off well on an 8-bit system! I have put in a lot of effort to make sure the driving is tight, and movement smooth. |
|