![]() ![]() In our implementation, game objects are represented by arrays of vertices (points) and edges forming polygons shaped as tanks, terrain obstacles, bullets, etc. Projecting the Game Objects onto the Screen: The following is a discussion of the basics of 3D rendering in relation to our engine. The game runs on a simple wireframe 3D engine that we wrote. As mentioned above, significant changes had to be made as we realized the scope of the initial project. As the hardware it was implemented on seemed basic, we thought that we could pull off something similar with the ATMEGA32 MCU. The primary inspiration for our project stems from the classic 1980's arcade game, Battlezone. Also, eyestrain may result from continuous play, please take time to rest with every interval of play. Those who are photosensitive should exercise caution when attempting to operate our project. Thus, although our project does implement a basic 3d vector engine on the ATMega32, our project is much scaled back from our initial vision.įigure 1: Screenshot from original Battlezone.ĬAUTION: Although we have worked to minimize video flicker, patterns of flicker may still result at certain points. Unfortunately, we did not take into account the corresponding hardware which literally drew the vectors onto the screen (controlled an electron gun and generated the image based upon vector commands input to specialized hardware), as well as the SRAM constraints and processing constraints which would pop up repeatedly. The original game runs on a 1MHz, 8-bit Motorola 6502 MCU, and we figured we would be able to run a similar game on the 16MHz 8-bit Atmel ATMega32 MCU that we have been using all semester. Objects on the screen are rendered in wireframe 3D. Our project is a wireframe 3D video game based on the classic Atari arcade game, Battlezone (Copyright Atari Corp, 1980).įor those that have never heard of the game, Battlezone is a game in which the player maneuvers a tank through a flat environment, shooting and destroying enemy tanks while taking advantage of obstacles. If this isn't informative enough, let me know what I need to explain better.ECE 476 Spring 2008 Final Project: Battle Tank - A 3d Atmega32 Based Video Game The rest of these controls are for the map editor and probably shouldn't be changed. Of course F8-F11 are not the most convenient in the middle of a fight, so feel free to change them to some other more convenient key. That is the 5th weapon, and no stock unit in BZ has 5 weapons. For example in a Grizzly you can link your thumper with your other weapons with CTRL+F10, or CTRL+F11 in a Czar.į12 is not used. If you hold CTRL while pressing them, you will link your currently selected weapon(s) with another weapon, or unlink/deactivate it if it's already linked. To fire the second mag, release the mouse.į9, F10, and F11 can be used to switch to a different weapon instantly. ![]() When you press F8 or F9, one mag will fire. For splitting dual mags, charge both of them. You can press F9 to unlink your rockets in a bomber and left click to fire 1 rocket, then press the link similar weapons key (default L) and left click to fire the 2nd rocket. Here, we have something interesting and potentially very useful.į8 and F9 are the famous "weapon split" keys when used in any vehicle with 2 of the same weapon in the first 2 slots. ![]() Code: Select all # SELECT A PARTICULAR HARDPOINT ![]()
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