psxsdk

breakout

Breakout in sprites, ten levels of it, with music and a high score table.

Controls

Left and right move the bat, and R1 and R2 make it faster and slower. L1 pauses for as long as it is held, and Start and Select together quit. On the score screen Cross starts a new game and L1 and R1 together quit.

A port of L. Evans's Net Yaroze demo "breakout" (Sony, 1996): Breakout in sprites. A bat slides along the bottom of the screen under a wall of bricks, five rows deep and staggered by half a brick, and a ball bounces between them, off the walls and the ceiling, and off the bat, which nudges it sideways by three quarters of the bat's own speed. Each brick goes with one hit and scores fifty; clearing them all starts the next of ten levels, all alike, and letting the ball past the bat costs one of five lives. When they are gone, or the tenth level is cleared, the score and the high score table are shown. The bat and the bricks are textures off the disc; the ball is the SDK's ball pattern from balltex.h, in one of its thirty-two shades, loaded straight from a table in the program, as the check sample's are. Behind everything a semi-transparent black box softens the sprites' black edges, the library's font prints the frame, the lives and the score, and music plays from a sequence off the disc.

Differences from the original:

  • The textures and the sound are read off the disc into the program's own memory, where the original's batch script sent them to fixed addresses. The sound comes from the check sample's files.
  • The missing data is reported, where the original would hang.

Nothing allocates after startup.

Source on GitHub