| Commit message (Collapse) | Author | Age | Files | Lines |
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It was wasteful, and it was there just because of my lazyness. Let's be
a bit less careless.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This now only supports the appearance of shuttle parts and the fact that
the player can collect them at a very specific order and drop them so to
stack up the final shuttle.
This is of course just the skeleton and there's a bunch of TODO's left.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Also give it a dummy value on start and initialize it properly after the
player's selection on the title screen.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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The zp_player_tile_* variables fit perfectly with the space that is left
in the $0x memory region. This allows for a more contiguous
space (e.g. on $Cx) for other elements to come (e.g. items).
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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More enemies means more possible explosions. Hence, increase the pool's
capacity by one to match the recent change in enemies per screen.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This is more similar to the original game, and it's a bit more fun. In
order to do so some variables had to move into another memory page, but
that's fine as we have plenty.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Some variables had the same name of the scope in their names as
well. Remove this redundancy everywhere.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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If you just holded the Select or Start buttons, it would be forever
toggling pause/unpause, which is an unexpected behavior.
Fix this by saving which value from the joypad was previously read. With
this, whenever the pause timer reaches zero, we can check whether either
button is still pressed, and avoid toggling if that is the case.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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It was never read anyways, so let's drop it.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Each enemy also has its own palette upon creation. This way we add more
variety as it was on the original game.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This is still missing the support for player 2, but I've left traces
about it.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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The whole handling of player 2 will come whenever I set to implement
multi-player for this game.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This allows for explosions to run after making the player to disappear,
and it re-runs the entering scene timer.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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For now this only applies to enemies, but it's general enough so it can
target any given coordinate, and hence any given object.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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For now only the basic algorithm has been written, but the framework for
adding the rest has also been written down.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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And don't let git ignore it. From now on this will be available in git
as well so to detect regressions.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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