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| -rw-r--r-- | CHANGELOG.md | 31 | ||||
| -rw-r--r-- | README.md | 23 |
2 files changed, 40 insertions, 14 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index fa7d153..1d0bfdc 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,30 @@ -# 1.0 +# 1.0 (Under development) -WIP +The game tries to be close to the original ZX Spectrum version, while being +adapted to the reality of the NES/Famicom. This means: + +- 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 to 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). @@ -9,19 +9,18 @@ The game is a shooter in which you have to re-assemble your ship's parts and fill it with fuel, all while killing enemies that keep popping up. The controls are as follows: -| Button | Action | -|:----------------------------------------------:|:----------------------| -| <kbd>Start</kbd> | Pause/Resume the game | -| <kbd>Select</kbd> | *Not used* | -| <kbd>A</kbd> | Throttle | -| <kbd>B</kbd> | Shoot | -| <kbd>Arrow Left</kbd> & <kbd>Arrow Right</kbd> | Move horizontally | -| <kbd>Arrow up</kbd> | Throttle | -| <kbd>Arrow down</kbd> | *Not used* | +| Button | Action | +|:----------------------------------------------:|:---------------------------------------------------| +| <kbd>Start</kbd> | Pause/Resume the game | +| <kbd>Select</kbd> | Select 1/2 player game on the title screen | +| <kbd>A</kbd> | Throttle | +| <kbd>B</kbd> | Shoot | +| <kbd>Arrow Left</kbd> & <kbd>Arrow Right</kbd> | Move horizontally (walk or throttle when airborne) | +| <kbd>Arrow up</kbd> | Throttle | +| <kbd>Arrow down</kbd> | *Not used* | -## [Changelog](https://pbs.twimg.com/media/DJDYCcLXcAA_eIo?format=jpg&name=small) - -Read the [CHANGELOG.md](./CHANGELOG.md) file. +Other than that, read the [CHANGELOG.md](./CHANGELOG.md) file for details on +what's different from the original and what to expect from this port. ## License |
