| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Update values on the RNG table | Miquel Sabaté Solà | 2026-02-13 | 1 | -16/+16 |
| | | | | | | | | This way enemies are a bit more off from the boundaries, avoiding visually distracting scenarios. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com> | ||||
| * | Initial iteration of enemy movement | Miquel Sabaté Solà | 2026-02-12 | 1 | -0/+2 |
| | | | | | | | | For now only the basic algorithm has been written, but the framework for adding the rest has also been written down. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com> | ||||
| * | bin: improve the style and add more documentation | Miquel Sabaté Solà | 2026-02-11 | 1 | -0/+2 |
| | | | | | | | And also run rubocop on the CI for good measure. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com> | ||||
| * | Simplify the random_valid_y_coordinate function | Miquel Sabaté Solà | 2026-02-10 | 1 | -38/+18 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | This function relies on a pre-computed table to get the "random" numbers from, but most of the times this is used, it needs to be between some safe boundaries. Before this commit, this was done inside of the function, correcting the fetched value to be above or below these limits. But there was a bug on the below the grounds limit, in which the 'sbc' instruction could subtract too much from the fetched value and make enemies appear below the sky. Now, this is easy to correct, but since we are cheating with a pre-computed table, I thought it would be vastly easier to just get a random table with the "proper" values. That is, random but within the required boundaries already. Plus, it makes the 'random_valid_y_coordinate' function much faster. This commit adds a ruby script in bin/ which produces a pseudo-random table when called, making sure all the requirements are met. We have to make sure to call this script if we ever change the boundaries at some point. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com> | ||||
| * | Initialize enemies at a random Y coordinate | Miquel Sabaté Solà | 2025-05-16 | 1 | -0/+62 |
| 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> | |||||
