Space Impakto DS


Instructions:

	Copy "SpaceImpaktoDS.nds" to your flashcart and enjoy!!!


GameType: Bullet-hell SHMUP (Space Shooter/Shoot 'Em Up) for your DS


Controls: (Change within the Options menu)
	B = Shoot
	A = Bomb
	R = Slowdown

Features:

	* 2d gameplay
	* 3d background
	* Optimized texture use via texture packing
	* Oldskool 8-bit/4bit sprites
	* Newskool bullet hell gameplay
	* Source included
	* Replay system
	* Button config
	* Procedural backgrounds
	* Proceduraly generated 3d models 
	* 2 types of ships

Development:
 (See in-game Credits for complete list)


	Official Site: Http://Rel.Phatcode.net

	Programming: Richard Eric M. Lope BSN RN (relminator)

	Design: Anya Therese B. Lope
		Relminator


Tools: DevkitPro,libnds, EasyGl2D, and MaxMod

Additional code: 1. Jasper Vijn (cearn/coranac.com) for atan2 and qran/qran_range
		 2. libnds example files.


* See in-game credits section for complete list of credits.

Changes:

v 0.9.0b  (05/23/11)
	Finalized level BGs
	Added per level BGMs
	Fixed projection matrix bugs (3d and 2d z-fighting)
	Added more SFX
	Sequenced stages 2-4
	HighScore table is externally saved
	Fixed some sound issues
	Reactivated "Replay" system
	Replay now saved even if you don't finish the level.
	

v 0.8.7b  (05/19/11)
	Sequenced Stage 1
	Changed boss life meter
	Splash screen
	Almost proper level BG's
	
v 0.8.6b  (05/09/11)
	Added a new boss (Taknom)
	Boss Hp can be seen on-screen
	Moar enemies

v 0.8.5b  (05/04/11)
	Fixed the plasma color bug (used memcpy() instead of DMA)
	Changed the HighScore text entry button interface (now very arcade-ish).
	Added a new capability to BulletRel
 after playing Ketsui DS
	Added another boss (Tentakill) that behaves like the 2nd level lifeforce(NES) boss
	Added the 3rd boss (Transporma)
	Boss Rush Mode
	

v 0.8.4b  (04/09/11)
	Finalized Boss sequence
	Added a lot of enemies
	Enemy sequence test
	boss timer to remove "boss milking"
	Bugfixes

v 0.8.3b  (04/04/11)
	Boss Sequence Test
	Bugfix
	

v 0.8.2b  (03/30/11)
	HighScore Table
	Name Entry

v 0.8.1b  (03/29/11)
	Replay System (Just 32 KB. Yay!)
	Key Config (Cearn's Idea)
	Plasma BGs (I went for the symmetry this time)
	Sub BG renderer
	
v 0.8.0b  (03/23/11)
	Sexy Menu and GUI
	Plasma Fonts
	Sub BG renderer
	Warp FX
	Fonts		

v 0.7.2b  (02/25/11)
	Updated the source for libnds 1.5.0 (took me hours!)
	Ditched stencil effects(glAssignTexture() is kinda slow)
	Fx3D() singleton
	Added some memory handler/feedback (2mb+ free memory still to use. yay!)		

	

v 0.7.1b  (01/19/11)
	Centipede enemy
	Bombs
	"Engine-ized" the game

	

v 0.7b  (01/16/11)
	Added a second player (the R9)

	Missiles
	More enemies
	


v 0.6b  (01/11/11)
	Decided
 that the current engine sucks and needs an overhaul	
	Recoded everything using the system I used in Bubble Fight EX
	

v 0.5b  (07/23/10)
	glFonts
	oamFonts
	Encapsulated maxmod for a better sound module
	Return to homebrew menu 
	Decreased all the enemy's HP
	

v 0.4b  (07/18/10)
	Integrated bullet Rel
	Added sound effects and BG music (via MaxMod)
	Bucket based memory model
	Data driven engine
	Ditched the options
	More enemies

v 0.3b	(06/05/10)
	Added an enemy handler
	Added collision detection (AABB)
	Added explosion handler
	Encapsulated most sprites
	Developed a tool for texture packing

v 0.2b = Migrated rendering engine from OAM to 3d core

v 0.1b = OAM sprites implemented

v 0.0b = (04/20/10) started coding.



