| Commit message (Collapse) | Author | Age | Files | Lines |
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Some sprites like enemies and objects are meant to appear maximum at a
certain Y coordinate. Increase that as the former could mean sprites
going on about the scores, whereas that shouldn't be possible.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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The randomness comes from a pre-computed table of "random" numbers. This
is of course the most simple technique you can come across a code base
for the NES/Famicom, but for the purposes of this game is good enough
and (most importantly) fast.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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This was a leftover from a previous implementation and is no longer
needed. Moreover, I have also added a comment clarifying that the 'y'
register is preserved.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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This adds a first implementation of collision checks between the player
and the background.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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This comes with a more general approach to handle background collision.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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