Hi
Elf was written to practice bitblt function/masking, elf is very simple, its keepy up pong lol.
Everything about elf is simple, don't write about buggy collision detection, elf was never written to be a (serious) game but i might rewrite it, for me this elf is about playing with GVI blitting and is thought of as a novelty rather then game
Unpack Tex_320x240 and put folder "Ping" into your "Config" dir (must be memory card).
There is folder called "CustomTex" in the ping folder, this is never used, it just examples of adding transparent areas using mask in case you want to reskin.
Keys:
4 - Left
6 - Right
5 - Start/Pause
Long Back - Exit
Notes:
1. Elf is running flawlessly on my w580, but the phone hasn't been used much since new, but on my k800 its jerky as hell so I might add a modifier to the fps and do some optimization, so if your phones quite old it might not be able to run,
I've never tried on my k850 (but elf uses putchar etc), and for some reason elf has stopped working on my w810, not enough GVI memory maybe? is a shame as it was actually running smoothest on the w810
2. If elf is running in background and you start again elf maximizes current game.
3. Ball speed/Paddle speed are calculated from screen size so elf should work on other screen sizes if you resize textures, ps - collision detection is currently very simple and also using image width/height (well sort of) so should be ok for different paddle/ball sizes
but I've never tested on 176x220 with current method so animation might be to fast/to slow and hard to control paddle.
Hints:
1. Hitting ball with moving paddle effects ball trajectory (for now, x axis only).
2. Every 10 hits you move up a level, points per level = 10*lv (lv currently = infinite but if you last more then your screens height in pixel/5 you deserve a blue peter badge lol).
3. Ball speed/Paddle speed increase 1 pixel per level.
Elf uses classlib (thanks den_po???)
Sorry for no translation, I think google translate only confuses things from what I've been told