| Commit message (Collapse) | Author | Age | Files | Lines |
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The previous commit only tackled the first enemy, this one handles the
"rest_o_enemies" code flow, which was entirely missing.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Enemies now have the ability to be displayed on screen, face at the
direction that they were assigned to at random during initialization
time, and they also have a timer that dictates some inner movement,
similarly as it happened in the original game.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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The 'nasm' assembler now implements this, which is quite
convenient. Define also a fake macro for it when the assembler is not
'nasm' just to bridge the gaps.
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 address sanitizer from nasm provides quite a few goodies, so let's
adapt the code more to it to benefit from those.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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After all sprites have been properly put through the cycle, there is an
amount of sprites which are just leftovers and need to be reset to an
out of screen position. The loop that did this was unnecessarily complex
and we could just rely on the 'y' register wrapping around.
This has the benefit that is less error prone, even if there's still
some glitches which most probably come from by-one errors and such.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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This establishes a way for bullets to move, be displayed as independent
sprites, cycle these sprites, and check for the collision on the
background.
This is still lacking the collision check with enemies and has some
obvious bugs that will be fixed on the next commits.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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The steps by which a player increases its current velocity to reach the
target one has been adapted on PAL, so every five frames it takes an
extra step compared to NTSC. This at least brings PAL to grow its values
at the same rate as NTSC.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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During other transitions like game over and such it might also be needed
to have something similar, but for now this should cut it.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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Collisions are not quite there yet, and horizontal movement is still to
be done.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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This commit adds the skeleton for having a title and a main screen. For
now the title menu doesn't do much, as the selection is simply ignored,
but at least it already knows how to cycle between these two states.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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