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-rw-r--r--CHANGELOG.md31
-rw-r--r--README.md23
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).
diff --git a/README.md b/README.md
index e8e0bf8..2a3bb25 100644
--- a/README.md
+++ b/README.md
@@ -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