From 291445435e3d0646d1e089faf794a5517eb679e9 Mon Sep 17 00:00:00 2001 From: Miquel Sabaté Solà Date: Fri, 21 Mar 2025 16:04:33 +0100 Subject: Add some notes on the changelog MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Miquel Sabaté Solà --- CHANGELOG.md | 31 +++++++++++++++++++++++++++++-- 1 file changed, 29 insertions(+), 2 deletions(-) (limited to 'CHANGELOG.md') diff --git a/CHANGELOG.md b/CHANGELOG.md index fa7d153..1d0bfdc 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,30 @@ -# 1.0 +# 1.0 (Under development) -WIP +The game tries to be close to the original ZX Spectrum version, while being +adapted to the reality of the NES/Famicom. This means: + +- 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 to 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). -- cgit v1.2.3