| Commit message (Collapse) | Author | Age | Files | Lines |
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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>
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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>
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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>
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Just bumping up timers is enough, and we don't get weird "this does not
load _exactly_ as the final game" situations.
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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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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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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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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Instead of this, the 'reset' function can go into 'jetpac.s', as we
could consider it's part of the 'main' work. As a bonus, doing this
alignment gives us 3 bytes back from ROM space. Not that we care too
much about space, but it's amusing nonetheless.
The debug scope has been moved into its own file in include/. Admittedly
it's not the most crucial file in the project, but it makes things more
logical and it opens the door to more debugging utilities.
This leaves us with a vector.s file only containing interrupt
code. Thus, it just makes sense to rename it to interrupts.s, which in
the end makes things more organized.
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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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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Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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This is for now just a variable that will be set during initialization,
and that it can be influenced through the `LEVEL` make variable. Both
the level and the level "kind" notions are used tracking, at least,
which kind of enemy wave we have to send.
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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This is usually done so the programmer can forget about initializing in
the future, but it not only hides programming mistakes, but we are also
resetting memory addresses which are never to be used by this simple
game. Hence, just skip resetting RAM altogether.
Last but not least, sprite initialization in `reset` code has also been
optimized so instead of around 2000 cycles it takes half of that. This
is done by only touching the first byte of the four bytes for a sprite
in OAM, which is enough for hiding random sprites and the cost of extra
`inx` instructions is far cheaper than all the extra `sta` to absolute
address with X-index from the old code.
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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This comes with a more general approach to handle background collision.
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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Also add a make target specific for a PAL version, even if only the full
game will be built, not the development "partial" one.
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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Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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