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* Simplify the random_valid_y_coordinate functionMiquel Sabaté Solà2026-02-101-0/+18
| | | | | | | | | | | | | | | | | | | | | | | | | This function relies on a pre-computed table to get the "random" numbers from, but most of the times this is used, it needs to be between some safe boundaries. Before this commit, this was done inside of the function, correcting the fetched value to be above or below these limits. But there was a bug on the below the grounds limit, in which the 'sbc' instruction could subtract too much from the fetched value and make enemies appear below the sky. Now, this is easy to correct, but since we are cheating with a pre-computed table, I thought it would be vastly easier to just get a random table with the "proper" values. That is, random but within the required boundaries already. Plus, it makes the 'random_valid_y_coordinate' function much faster. This commit adds a ruby script in bin/ which produces a pseudo-random table when called, making sure all the requirements are met. We have to make sure to call this script if we ever change the boundaries at some point. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Adapt velocity constants for PALMiquel Sabaté Solà2025-04-021-0/+80
In 2f140cfb7ea7 ("player: First PAL implementation") the rate of acceleration was adapted for PAL. Now the values for velocities have been adapted as well, in a way that we get (virtually) the same experience in PAL and in NTSC. This has been done by moving the velocity constants into configurable values, which are then picked up by a new bin/values.rb script. This script allows us to write the constants in plain floating point numbers, does the conversion to fixed point numbers as expected, and it also does the same for PAL by applying the proper NTSC to PAL conversion. As a cherry on top, some values have also been tuned to match the original game more closely, even if some more fine tuning might still be needed here and there. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>