| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
| |
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
| |
While playtesting I found the given timer's value a bit too much.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
|
| |
This is the animation that is done after clearing a stage. Moreover, and
for the first time since I started development, now we can move into the
next level as intended from the game's design.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
|
| |
This is a coin that appears after going through a first cycle of levels
and that allows the player to get a different game over screen than
usual.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
|
|
| |
Fuel tanks follow a different logic than regular items, in which they
should be delivered almost instantaniously whenever they are
needed. Hence, a new (much shorter/snappier) timer is provided for fuel
tanks alone.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
| |
Set a more realistic value for the timer for non-dev builds.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In my infinite wisdom, in order to compute the high byte of the 16-bit
timer I masked away the most significant byte, but then shifted right
only for a nibble instead of a full byte. This went mostly unnoticed as
the value I'm setting for the timer actually falls below of what a byte
can represent and, thus, the high byte was always zero. But this was
noticeable when I was testing larger numbers which, unsurprisingly,
turned out to be _huge_.
Fix this by shifting right a full byte instead of a mere nibble.
Fixes: cf3a0c963225 ("Implement falling items")
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
| |
The format of buffers are somewhat stable now, so we can expand the
documentation to write down what I've finally settled on.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
|
|
| |
Before this commit we were using the zp_argX variables, but this can go
wrong, and more so considering other functions like background collision
checking also use these variables. All in all, since we have plenty of
RAM to spare, let's just allocate a new set of bytes just for that.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
| |
Collisions are based on this, so we better not forget updating these
values.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
|
|
|
| |
We were abusing on tile collision for this, and it wasn't
exact. Not only that, but if the player was fast enough, sometimes the
item wouldn't drop as the accelaration would pass through that
zone. Avoid that by simply using regular screen coordinates, which
aren't too hard to check in this case.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
|
|
|
|
| |
More specifically, whenever the player dies and we need to reset the
screen, wait for items to fall in the same way as we do for explosions
to disappear.
This also brought with it some other changes like removing sprite reset
on screen initialization.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
| |
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
|
|
|
| |
Just like in the original, the shuttle turns purple for each fuel
tank. That being said, due to the restriction from the NES/Famicom on
updating background tile attributes, a "half-filled" strategy is being
used here to convey the same idea for a total of 6 fuel tanks to be
delivered.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
| |
|
|
|
|
|
|
|
| |
Every now and then an item will fall and, as in the original game, a
fuel tank will be delivered whenever needed. There are still some things
left out for later changes, like picking up items mid-air, or background
effects for the rocket being filled with fuel.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|
|
|
This now only supports the appearance of shuttle parts and the fact that
the player can collect them at a very specific order and drop them so to
stack up the final shuttle.
This is of course just the skeleton and there's a bunch of TODO's left.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
|