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* Fix a cycling bug when shooting carelesslyMiquel Sabaté Solà2026-03-061-1/+1
| | | | | | | | | | | | | | | | When shooting like crazy and killing random enemies, after a while a cycling bug would appear which would make enemies to turn in weird directions, die unexpectedly, and other weird shenanigans. This comes back to commit 7c493ba3f338 ("Improve a bit the performance on enemy death"), which removed the saving/restoring of the value on the 'y' register. That being said, this register was actually being needed at least by Bullets::update(), so in certain situations this register might have a bad value (e.g. via the Explosions::create() call). Fixes: 7c493ba3f338 ("Improve a bit the performance on enemy death") Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Remove the pool size from enemiesMiquel Sabaté Solà2026-03-051-1/+1
| | | | | | It was never read anyways, so let's drop it. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Make enemies more colorfulMiquel Sabaté Solà2026-03-051-1/+1
| | | | | | | 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>
* Add the Game Over screenMiquel Sabaté Solà2026-03-051-1/+1
| | | | | | | 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>
* Update lifes left for player 1Miquel Sabaté Solà2026-03-041-1/+1
| | | | | | | 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>
* Add collision with the playerMiquel Sabaté Solà2026-03-041-1/+1
| | | | | | | 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>
* Let enemies die whenever they touch a bulletMiquel Sabaté Solà2026-03-031-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Add a pool of explosion effectsMiquel Sabaté Solà2026-03-031-1/+1
| | | | | | | 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>
* Allow enemies to revive after a given timeMiquel Sabaté Solà2026-03-031-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Move enemy initialization into its own functionMiquel Sabaté Solà2026-03-021-1/+1
| | | | | | This will be useful whenever we implement the re-appearance of enemies. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Wrap around the saving of the last allocated bulletMiquel Sabaté Solà2026-03-021-1/+1
| | | | | | | | | | If we don't do this, then it's possible to incur into a buffer overflow as the last allocated index is set to the next (out of buffer) position. Whenever we start over on this function, then it will compare for a good bullet on this position, and if it's not exactly $FF, then it will allocate it without problems. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Small optimization on bullet initializationMiquel Sabaté Solà2026-03-021-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Implement de 'chase' algorithmMiquel Sabaté Solà2026-03-021-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Check for all corners on the 'basic' algorithmMiquel Sabaté Solà2026-03-011-1/+1
| | | | | | | | | | There were still some gaps where the check was failing, and trying to be smart about it was going the "it's too complex for what I need here" route. Hence, just go to the good old dumb algorithm of "check all corners". For now the performance has not dropped, so let's hope that we don't have to re-visit this one. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Fix bottom collision for fighter jet 1sMiquel Sabaté Solà2026-03-011-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Finish up the 'homing' algorithmMiquel Sabaté Solà2026-03-011-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Allow the 'basic' algorithm to go up or downMiquel Sabaté Solà2026-03-011-1/+1
| | | | | | This is in preparation to the 'homing' algorithm to re-use this one. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Remove the usage to zp_enemy_arg in most placesMiquel Sabaté Solà2026-02-281-1/+1
| | | | | | | | | | | | | | Everywhere except the 'basic' algorithm don't really need this argument. In the beginning I was using it to define some custom velocities, but in the end tweaking the inner timer on the 'extra' value for all enemies turned out to be more productive. Hence, remove this usage almost everywhere and make the code simpler as a side-effect. The usage on 'basic' is still under revision, just to check if 'homing' really needs to set a special argument whenever the 'homing' attack needs this sort of behavior. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Move the 'extra' initialization to a functionMiquel Sabaté Solà2026-02-281-1/+1
| | | | | | | | This allows us to be able to initialize each enemy separately, giving a more random appearance to it all. This will also come in handy whenever we want to make enemies re-appear. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Make 'basic' more true to the original gameMiquel Sabaté Solà2026-02-271-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Initial implementation for the homing algorithmMiquel Sabaté Solà2026-02-271-1/+1
| | | | | | | Not the whole thing has been implemented, as it needs a rebump on the 'basic' algorithm so I can re-use it for 'homing' as well. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Set the enemy pool size on 'init_pool' loop's initMiquel Sabaté Solà2026-02-131-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Implement the 'erratic' algorithm for enemiesMiquel Sabaté Solà2026-02-131-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Remove vector.sMiquel Sabaté Solà2026-02-131-1/+1
| | | | | | | | | | | | | | | | | Instead of this, the 'reset' function can go into 'jetpac.s', as we could consider it's part of the 'main' work. As a bonus, doing this alignment gives us 3 bytes back from ROM space. Not that we care too much about space, but it's amusing nonetheless. The debug scope has been moved into its own file in include/. Admittedly it's not the most crucial file in the project, but it makes things more logical and it opens the door to more debugging utilities. This leaves us with a vector.s file only containing interrupt code. Thus, it just makes sense to rename it to interrupts.s, which in the end makes things more organized. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Implement the 'bounce' algorithm for enemiesMiquel Sabaté Solà2026-02-121-1/+1
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Initial iteration of enemy movementMiquel Sabaté Solà2026-02-121-1/+1
| | | | | | | 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>
* nasm: always save memory/segments statsMiquel Sabaté Solà2026-02-111-0/+4
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>