What kind of day would it be if I didn't post a HexxagonDS picture?
(It is impossible to take a picture of this thing!)
Technical achievement: the gem on the bottom of the screen is rendered in 3D, like the one from the last post but board sized. The gem on the top of the screen was rendered directly to sprite memory when the program started. Because the pieces are orthographically projected and directionally lit, they look the same regardless of their position on the board. So I can save a ton of GPU time by using the same sprite for any piece that isn't moving! When I start using spheres as player 2's pieces, I'd run out of polygons with a full board anyway.
The hardware video capture function was difficult to get working. I eventually got it to work by rendering the same frame three times and capturing each time. I'll have to register on the gbadev boards so I can ask about this.
The hexagonal highlights are also sprites. White for the selection, green for dupe, yellow for jump. There are 128 hardware sprites available, and Hexxagon can have up to 61 tiles. So even with the board filled and a highlight on every square (impossible) I'd still have a couple of empty sprite slots.
This thing could actually be playable (no animations, extra extra rough) by this weekend!
I'm also working like crazy on duinlas
's game, which is just a bit further ahead than this one :P