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authorMiquel Sabaté Solà <mssola@mssola.com>2026-04-06 22:47:12 +0200
committerMiquel Sabaté Solà <mssola@mssola.com>2026-04-06 22:47:12 +0200
commit07c2364bcf655d7a32d7205b9f74954da9fa8573 (patch)
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parenta94457ed3d97559612cd68d8fe370fa8f8344677 (diff)
downloadjetpac.nes-07c2364bcf655d7a32d7205b9f74954da9fa8573.tar.gz
jetpac.nes-07c2364bcf655d7a32d7205b9f74954da9fa8573.zip
Expand the README.md file
Most of the things from the CHANGELOG.md file didn't belong there, and so I've made them a proper section on the README.md file. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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# 1.0 (Under development)
-The game tries to be close to the original ZX Spectrum version, while being
-adapted to the reality of the NES/Famicom. This means:
+Initial implementation of the full game.
-- The player is presented with a **title screen** which is a merge between the
- "Loading" and the title screens from the ZX Spectrum. On the NES/Famicom the
- concept of "loading" is quite foreign to players (unless your are on the
- [Famicom Disk System](https://en.wikipedia.org/wiki/Famicom_Disk_System), of
- course), but at the same time I wanted to re-use at least some of its elements
- on the otherwise quite blank title screen from the original. Hence, both
- screens have been merged into something that feels more like it belongs to the
- NES/Famicom library.
-- **Colors** are slightly different because of palette differences between the
- NES/Famicom and the ZX Spectrum. That being said, some colors have been
- rearranged on purpose, like the red on the jetpac's fire or the general change
- on the title screen (because it's a new thing altogether).
-- The **controls** of the player should be quite close to the original, even if
- physics might be a bit different here and there. Overall, it shouldn't be too
- distracting and I'm fine with them being slightly different to the original.
-- **Shooting** is something that is completely different to the original, as the
- NES/Famicom presents a sprite limit per scanline which is quite daunting for a
- shooter. I also envisioned doing nasty things on background tiles, but that is
- hard to do and probably not worth it. In the end: different machine, different
- rules. Hence, bullets are handled in a similar way as other games for the
- NES/Famicom, even if it's not particularly close to the original.
-- As an homage to Donkey Kong 64, you can **collect a coin** after completing 16
- stages. This coin features a chameleon as a reference to SUSE, since I
- originally bootstrapped this project during [Hackweek
- 23](https://hackweek.opensuse.org/projects/port-the-jetpac-game-to-the-nes).
+TODO: sccount, commits, and other statistics.