From 07c2364bcf655d7a32d7205b9f74954da9fa8573 Mon Sep 17 00:00:00 2001 From: Miquel Sabaté Solà Date: Mon, 6 Apr 2026 22:47:12 +0200 Subject: Expand the README.md file MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Most of the things from the CHANGELOG.md file didn't belong there, and so I've made them a proper section on the README.md file. Signed-off-by: Miquel Sabaté Solà --- CHANGELOG.md | 29 ++--------------------------- 1 file changed, 2 insertions(+), 27 deletions(-) (limited to 'CHANGELOG.md') diff --git a/CHANGELOG.md b/CHANGELOG.md index f0fbde8..2b0aacf 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,30 +1,5 @@ # 1.0 (Under development) -The game tries to be close to the original ZX Spectrum version, while being -adapted to the reality of the NES/Famicom. This means: +Initial implementation of the full game. -- The player is presented with a **title screen** which is a merge between the - "Loading" and the title screens from the ZX Spectrum. On the NES/Famicom the - concept of "loading" is quite foreign to players (unless your are on the - [Famicom Disk System](https://en.wikipedia.org/wiki/Famicom_Disk_System), of - course), but at the same time I wanted to re-use at least some of its elements - on the otherwise quite blank title screen from the original. Hence, both - screens have been merged into something that feels more like it belongs to the - NES/Famicom library. -- **Colors** are slightly different because of palette differences between the - NES/Famicom and the ZX Spectrum. That being said, some colors have been - rearranged on purpose, like the red on the jetpac's fire or the general change - on the title screen (because it's a new thing altogether). -- The **controls** of the player should be quite close to the original, even if - physics might be a bit different here and there. Overall, it shouldn't be too - distracting and I'm fine with them being slightly different to the original. -- **Shooting** is something that is completely different to the original, as the - NES/Famicom presents a sprite limit per scanline which is quite daunting for a - shooter. I also envisioned doing nasty things on background tiles, but that is - hard to do and probably not worth it. In the end: different machine, different - rules. Hence, bullets are handled in a similar way as other games for the - NES/Famicom, even if it's not particularly close to the original. -- As an homage to Donkey Kong 64, you can **collect a coin** after completing 16 - stages. This coin features a chameleon as a reference to SUSE, since I - originally bootstrapped this project during [Hackweek - 23](https://hackweek.opensuse.org/projects/port-the-jetpac-game-to-the-nes). +TODO: sccount, commits, and other statistics. -- cgit v1.2.3