| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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This allows for explosions to run after making the player to disappear,
and it re-runs the entering scene timer.
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
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This was mostly from an old implementation and no longer relevant.
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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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 a way to stop vertical velocity mid-air, which is something I
did not know you could do until I read the original manual. The down
arrow has been picked since it was the same choice of the original game
when played on joystick.
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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Before this commit the same logic as in throttle state was applied in
which acceleration was applied. This brings back the logic more closely
to the original game.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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As it's done in the original game, switch to a throttle state when
falling off a platform.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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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>
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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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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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Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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This also corrects a pixel from one of the animations on the chr file.
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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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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