| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This image can later be used for cartridge labels and such.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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We cannot just "inc"/"dec" for enemy movement, but we have to apply an
overstep on PAL every 5 frames in order to be equivalent to the NTSC
version. This has been abstracted away on a macro that just does
"inc"/"dec" on NTSC, but does this proper "adc"/"sbc" instructions with
a helper memory region which is updated every 5 frames.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This was just fixed on nasm, so it's no longer needed.
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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Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This is a bit contrary to the original game, where each player would get
its own "Game over" event.
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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Otherwise we might randomly get weird scenarios like the title screen
not showing up properly.
Fixes: bc99212539f6 ("Toggle a "Paused" message on top of the 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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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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This way it feels more like a swarm of enemies and you don't have any
resting time.
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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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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Out of consistency, let's use it, and this way experimenting with the
amount of enemies per screen won't be as painful.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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The fact that unrolling the loop was easier or faster was a plain lie
from my lazyness. Convert it into a proper loop just so we can
experiment with adding more enemies in one screen.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Some old code was checking on the kind of level and skipping the bottom
check if it was a half-sized enemy. However, the 'bounce' algorithm is
not used by any half-sized enemy. Thus, the check can be removed
entirely.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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On real hardware I've noticed that individual bullets are barely
noticeable. Make them a bit thicker.
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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Some enemies might die right after moving (e.g. asteroids exploding into
the ground). In these cases, there's no point on checking for player
collision. Moreover, this also avoids the corner case of having two
explosions on a single death.
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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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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The 'each' target is used to dump all the different combinations into my
Everdrive so to test on real hardware.
The 'release' target is used so the "DEV" version of the ROM does not
make it into the releases page from Github.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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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>
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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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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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This allows enemies to be even more varied when it comes to the color.
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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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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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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Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This will be useful whenever we implement the re-appearance of enemies.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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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>
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This counter is useful to account for certain numbers in hot spots. This
way, and with a memory viewer or a debugger, you can directly tell
whenever something is off.
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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