ECE291

Final Projects

Fall 1997

Prof. John W Lockwood

3-D attack

In this multiplayer game, you will be a hovercraft above a 3-d landscape, which will be rendered in real-time. The game will operate in SVGA mode at 640 X 480 X 256. The object of this multi-player only game is to find the opponent(s) and destroy it. This game will be sound blaster compatible with killer music. Additionally, CD-Audio will be implemented if time allows.
Writeup

3D_Attack

  • Ray Yeung: Game Design and programming
  • Steve Govenar: 3-D graphics engine
  • Richard Ming: intro, networking
  • Daniel Yang: sound, web page

3D Walk Through

Our project will enable you to walk around a 3D world using a 3D input device that we will make. It will use a BSP tree to render a 3D display to an SVGA screen. We will need 4 team members (3 we already have). I would especially like another student in CS 318 or with previous experience with computer graphics. The 3D input device will be pen shaped and will have two buttons. You will be able to move around and assume any orientation or position. Note: This project will be a combined ECE249/291 project for myself and Rob Ewald.
Writeup

3D_Walk

  • Gregg Miskelly: Graphics (3D & 2D) - Hardware
  • Rob Ewald: I/O, Hardware
  • Dave Bellia: Contol Unit, SVGA

3DBoom!

The goal of this project is to implement a 3-D version of the classic Atari 2600 game, "KABOOM!". Within a landscape scenery, both the "bombs" and the "bomb catching devices" (the latter of which is controlled by mouse movement) will be scaled to indicate a sense of depth perception, and each bomb will have a laser-beam from its tip down to the ground in order to aid further in the player`s positioning of the bomb catcher.

The various implementation divisions that I have planned for this project, each to be assigned to a different member of the team, are (1) graphics and sound design of the title screen(s), (2) interface (main menu) control (play, quit, view high scores, etc.), (3) static graphics and sound design of the playing field screen, including the drawing (but not the animation) of the playing field and its various components ("mad bomber" in his/her airplane, bomb catcher, etc.), and (4) animation and game play control.

Writeup

3D_Boom

  • Andrew Smolik: (4) animation and game play control
  • Jeff Lai: (1) title screen(s) graphics and sound
  • Vladimir Ivetic: (2) interface (main menu) control
  • Mary Jiang: (3) playing field graphics and sound

HellTM

Hell is a vertical scrolling game featuring : SVGA 640x480x16 bit color graphics, parrallex scrolling backgrounds, CD Audio music, and mixed audio. Basically, in the game, you control a character who is constantly falling down a pit of fire. Essentially you fall from ledge to ledge, avoiding the obstacles, and try to avoid falling off the bottom and getting spiked from above. Some of the obstacles include spikes all the way at the top, tar ledges, fire ledges, ledges that are springs, etc. The purpose of this project. is to learn how to extend all we know about 80x86 programming and Mode13 to protected mode and VESA.
Writeup

Hell

  • Ari Pernick: Organinising, Game Engine and network
  • Monika Tkaczyk: Game Engine and networking
  • Neil Kumar: Graphics
  • Jeremy Shaw: Music and parrallax scrolling

Adventures in South Park

We will implement a 2-D multi-level adventure game where our favorite South Park cartoon characters will attempt to conquer ECE 291 to save their town from annihilation. Players will have to complete several tasks while keeping track of score, strength, and number of lives. There will be animation similar to the cartoon where the player can move their character along on a static backround. The game sequence will be generated randomly so that game play will vary with each session. A full introduction and conclusion to the game will be used including sound and animation.
Writeup

SouthPark

  • Rebecca Flammang: Introduction and Conclusion
  • Marc Gibbert: Game Sequence
  • Sara Carroll: Graphics and Sound
  • Chris Hawk: Animation and Running Data

BurgerTime v6.11

Pepper Pete has retired, its now up to Prof. John Lockwood to make the burgers. He better look out for the eggs, pickles, and hot dogs that are in hot pursuit. No PC interrupt will save him now, except his shaker of pepper. The charactor, prof lockwood,will have to complete burgers by walking over the various parts of them, to drop them to the bottom. Once this is done the board is complete. While trying to complete the board the hot dogs, eggs, and pickels will be chasing him. If they catch him he will die. He will be able to defend himself with pepper but his supply is limited.
Writeup

Burger_Time_v611

  • Justin Dougherty: Opening Screens / Credits
  • Michael Upham: Game Animation
  • Eric Wise: Music
  • Li Xun: animation

COMA--the game

Winner: Best Accomplishments
Create a completely mouse-driven adventure game, similar to Nintendo`s "Shadowgate" and "DeJaVu." It is designed for one player to journey through many rooms and pick up many items in order to recover from his accident and get back to his family. Takes place in a "coma" so just about anything is possible! Estimated programing time per programmer is 50 hours.
Writeup

Coma

  • Kathy Betts: Rooms logic, graphics
  • Alex Lorgus: Sound Programmer
  • Richa Avasthi: Graphic Programer
  • Brian Etscheid: Main, Game Engine

Chaos using the high res. SVGA

We intend to use high resolution (at least 800x600) graphics to display fractals, namly the julia and mandelbrot sets with possible variations. All images will be created in real time.
Writeup

Chaos_Fractal

  • Gareth Williams: Graphics
  • Mark Greshammer: Chaos

Chinese Chess

I`d like to implement the game of Chinese Chess (remember from CS 223?) in assembly with graphical interface and network playability. Of course, we`re going to implement some sounds too. See the homepage for details.
Writeup

Chinese_Chess

  • Pawel (Paul) Potera: Control of moves/miscellaneous
  • Radoslaw Orski: Graphics/Animation/misc.
  • Dan Marunde: Sounds, music, misc.
  • Kevin J. Stephano: Networking
  • Andrew Yim: miscellaneous

Darts

This project will be a computer representation of the classic bar game of darts. There will be a cursor which the player can position on the dart board. When a button is pressed the circles will fluctuate in size. When the button is realeased the dart will fly to a random position on the edge of the cursor and yield a point tally Multiple game formats will be included as well as multiple difficulty levels. The scores will be displayed to the screen as a running total.
Writeup

Darts

  • Zack Kluczenko: FPU scorfinding, main, some graphics
  • Derek Huyser: Mousecontrol, main, graphics
  • Ted Yoshikawa: Intro, graphics, circles

Diamonds

This is a remake of the classic MAC game Diamonds. The object of the game is to clear all destroyable blocks on the level. A ball will move up and down and will be controlled by left and right keys. There are differnt types of blocks and rules for breaking them. We mainly need a person to make the graphic bitmaps for us. Also, we need someone to create music and sound effects as well as the procedures to play them. This game is pretty fun and not too difficult. The programming needed by the 2 other people will not be too much.
Writeup

Diamonds

  • Ram Gudavalli: Game Design, Game play
  • Jack Chow: Game Play, Graphics programming
  • John Eakes: Sound Programmer; create sound samples

Galactic Control

Winner: Highest Technical Merit
Galactic Control will be a game similar to the PC classic, _Star Control_, but with several improved features. The game will support 640x480 graphics mode in 256 colors, 2-player deathmatch play, and several different ship types. The goal of the game is simple: Destroy your opponent. Both you and your opponent pilot starships through a playing field consisting of planets, suns, and black holes. Each starship is equipped with a different array of weapons and abilities, according to it`s type. We need at least one more project memeber who has a rudimentray knowledge of C to help with the main programming tasks, and to help implment netoworking support if we have time.
Writeup

Galactic_Control

  • David Pratt: Main game engine/graphics programming
  • Paul Bragiel: Graphic Design/sound programming
  • Koichiro Miyazaki: Misc. Programming
  • Gabriel Stern: General Programming

Graphics and Sound to the Extreme

This project will be an interactive graphics/sound program. The objective of the program will be to display and animate objects in different ways. The program will provide a graphical interface for the user to choose between several backgrounds and MIDI background music. This menu will also allow the user to chose the soundblaster port #, so that the program will be more mobile. Finally, the program will also implement playing *.WAV files for sound effects.
Writeup

Graphics_and_Sound

  • Pablo Venturini: menu interfaces / sound - MIDI, WAV
  • Ken Smith: graphics / animation

Guitar Tuner

Winner: Best Overall Project
We are trying to build a computer based ACUSTIC guitar tuner. We will use a "home made" sound (data adquisition) card to sample sound. Then crunch some mathematical (FTT) analysis on it, and finally come up with a nice and friendly (graphics) way to let the user (guitar player) know how to tune his/her guitar to an almost perfect tune (as perfect as the guitar will produce (: )
Writeup

Afinok

  • Carlos Manzanedo: I/O control
  • Todd Swanson: FFT, floating point arithmetic
  • Jesus Vasquez: Graphics (640x480x256) & PCXs
  • Karl Janowski: also Graphics (640x480x256)

Home Run Derby

Our homerun derby allows one player to bat while the computer randomly selects a pitch at two different speeds and nine different locations. While the human player bats he/she must press a number on the number pad corresponding to the computer`s pitch location and at the correct time (while the ball is over the plate). The distance of the hit ball is determined by the location of the human player`s swing location and timing.
Writeup

HomeRun_Derby

  • Mohammed Shabib: Sound and music
  • Eric Nakamoto: Main loop and program organization
  • Rodney Przyborowski: Network
  • Dan Chlopek: Graphics

MD5000 Assembler

1) We will design a command-line assembler that does what MASM does, except with another, simple assembly language. Things like immediate data in different formats, variables in memory, constants, comments, syntax checking, error messages, etc. will all be a part of this program. Input is an ASM file, output is a text file with all the binary data of the program to be loaded into RAM. 2) We were going to load the output of the compiler to a RAM chip through the parallel port, but we built a simulator for the MD5000 instead.
Writeup

MD5_Assembler

  • Dan Wells: Main Loop, Simulator, Compiler Design
  • Paul Millar: Compiler Procedures
  • Julie Gravley: Compiler Proceudres
  • Nan Ma: File Handling/Simulator

RAbot To The Rescue!

Develop an entertaining yet educational training application/game to assist resident advisors in learning how to confront situations within the residence halls. Project will feature an aminated RA character who will rove around a Res. Hall looking for trouble. When the RA encounters an incident, they will decide how to respond and will receive evaluative feedback for their actions. The possible responses of the RA are only limited by the imagination of the designers. All of this will be accomplished using the massive Multimedia Powers of the Intel 8086 family of microprocessors.
Writeup

RaBot

  • Scott Phuong: Interface Design/Entertainment Content
  • Jason Tice: Graphics/Animation/Educational Content
  • Andy Finlayson: Sound and Game Design

Random Noise

This program is a real-time interface between the sound card and the graphics display. Using FFT procedures, information from the sound card will be converted to a bit string that will be fed into a procedure that controls high-resolution graphics on the screen.
Writeup

RandomNoise

  • Patrick Spizzo: Main Procedure, Graphics Assistant
  • Dave Stratman: Graphics
  • Nick Dietz: FFT

SHAKE IT UP

This project will implement a portion of the old arcade game TAPPER. Six cans are placed in front of you of which five are shaken up. The cans are then mixed up.. your job is to keep track of the unshaken can and open it; if you pick the wrong one you are sprayed with a carbonated beverage!
Writeup

Shake_It_Up

  • Brian Reuter: Main loop and screen animation
  • Jay Fleck: Graphics / Animation
  • James Oliver: Sounds and Music / Game intro

Skeet Shooting

This is a skeet shooting game. some highlights: -4 different backgrounds !!!!!!! -Increasing Difficulties !!!!! -Amazing Graphics (in 320-200 mode) !!!!! -Incredible sounds This game is not for the faint hearted. You will need to push you coordination skills to the limit if you expect to do well in this game This is sure to provide endless hours of entertainment. enjoy
Writeup

Skeet_Shooting

  • Tomas Jacobi: To be discussed
  • Diego Gallego: To be discussed
  • Jeff Bull: To be discussed

Spy Hunter 97

A vertical-scrolling overhead view car-driving shoot-em-up similar to the game Spy Hunter on the Atari. This game will include enhanced graphics and sound over the original. We will implement additional features as time permits.
Writeup
  • Andy Simmons: Gameplay/Graphics/Stuff
  • Dave Iffland: Sound/Graphics/Stuff
  • Slava Elkin: Sound/Graphics/Stuff

Star Wars Arcade Game

We plan to create a replica of the old star wars arcade game. The game will be design as you are looking out of the cockpit of an x-wing plane, flying through space with tie fighters flying after you and shooting at you. We also are going to try to design the death star run of the x-wing if time permits. We will need at least three people preferably four to do this project.
Writeup

Star_Wars

  • Phil Sommerfeld : Gameplay/graphics
  • Keith Obenschain: GamePlay
  • Alexander Churin: sound/graphics

Super Sprint 291

Develop a overhead car racing game based on the likes of Super Sprint and Super Offroad. Four cars will race on a track, with a human player controlling one and the other three controlled by the computer. Bonuses/improvements will be offered around the track. Possible addition of weaponry to cars. Networking to allow two players will be added if time allows.
Writeup

SuperSprint

  • Mike Berglund: Game Play/Graphics/Networking
  • Mike Kost: Game Play/Graphics/Misc
  • James Minor: Sound Programming/Misc

The Rebels Versus The Empire

We plan on creating a top-scrolling shooter similar to the likes of Raptor based on the Star Wars genre. Basically, You play the role of a pilot who is to be recruited by either the Empire or the Rebellion ( your choice of course ). Your task is to crush the other side using your incredible piloting skills! This project will involve 2-D graphics with sprites, sound, keyboard and mouse control.
Writeup

(null)

  • Alex Riemann: Graphics / Sprite Control
  • Steven Engelhardt: Sound
  • Mark Taraba: Menus / Graphics
  • Jon Hermsmeyer: I/O / Web Page

Three-D PACMan

3D PACMan is basically Pacman, but set in a 3D Maze environment. PACMan will run through a 3D Maze eating up pellets and avoiding Monsters(the exact visual appearance of the monsters left to programmer). Individuals possessing knowledge in 3D graphics(i.e. comfortable with MP4 graphics), sound/music programming, ComputerPlayer intelligence programming. Each person will have a general task they are responsible for, but hopefully everyone will contribute to all parts. About 50 hours of programming/planning required per programmer. Additional functions/graphics will be included as time permits.
Writeup

3D_Pacman

  • Aseet Patel: Program Organization and more, etc..
  • Joseph Yi: 3D Graphics and etc...
  • Hashim Electricwala: Sound/Music Programming and etc...
  • Yue Chang Chang: misc and etc..
  • Derek Fung: CompPlayer Intelligence and etc...

Two Player TETRIS

We plan to make a two player networked tetris game similar to the two player gameboy version. Game will be solo or head to head action with multi-line completions damaging the opponent. It will feature keyboard control and SoundBlaster accompaniment.
Writeup

Netris

  • Jeff Birkner: general, game play coding
  • Mike Drobick: Sound, graphics
  • Marty Jablonski: Networking
  • Dave Porter: General support

War`s Rage

This game is a 3-d space flight simulator. Currently, there is no way to shoot anyone, and the networking aspect is a little choppy. More or less, it is a 3D rendering engine, with a few bugs (and stars) It can render a 3 dimensional box. Supports a full range of motion, like rotating left/right/up/down/ clockwise/counter-clockwise, and full 3D directions.
Writeup

Wars_Rage

  • Nicholas R. Guerrero: Camp Counselor, Evil Overlord, Cleric
  • Michael Vachanastienkul: Network and Sound
  • Justin Palmer: Good at typing the letter `r`

_EXTINGUISHER_

Our game is now called Alien ExtinguishersNT The theme was decided on because of simpler animations, and the ability to obtain slicker graphics. NT was appended to the title after an intense developement of networking code. Which is still under development. Currently the object of the game is to attack all alien lifeforms. Death matches are also implemented in 2 player mode. We hope to get alot more. This game involves overhead scrolling, enemy AI, sound effects(crowds cheering, music, blood gurgling, etc), gorgeus graphics (for 320x200 resolution) Multiple levels and multiplayer/networking as time permits.
Writeup

Extinguisher

  • Zack Morris: Scrolling, enemy AI
  • Mark Rovedo: Sound
  • Mark Chan: Graphics, preparing torture chamber
  • Jason Sheu: Game Design, chasing away goblins
  • Eric Whisler: Graphics/ Intro Screen