
Entitlement.
sf23.zip (20.64K)
downloads: 229
New Features:
sf22.asm 3/2/08
- Added preliminary title music.
- Reorganized bank data. All kernels will now live in bank 2. Bank 1 contains the VBlank and Overscan.
sf23.asm 5/24/08
- Changed cannon graphics. Uses lower vertical resolution. Cannon is larger. Now has 16 rotational animation positions instead of 8.
- Added Title Screen mode. Press the fire button to begin the game.
- Added Title graphics.
To Do:
- Rewrite the kernel to squeeze out more cycles and allow for some extra features.
- Design the Stellar Fortress destruction animation.
- Targeting computer for missiles.
- Add starting level selection and gradual difficulty increase per level.
Known Issues:
- There seems to be a glitch in the title music. It misses a beat every few seconds. Gonna have to figure that out.
- The mapping for player shot collisions with the fortress shield are still off by a couple pixels.
- The final game will not have the fortress cannon shooting all the time (at least, not on most of the lower levels...) I need to implement a feature that will detect when a hole has been poked in the shield so the cannon can fire out.
Development Notes:
I broke a lot of game features when I moved the banks around and added the title mode. Most of the work I did for the last 3 months was cleaning up everything that was broken. But the original functionality is back, and the reorganization will make future development cleaner.
I also beefed up my copyright notice, so none of my games will get Hozed. For clarification, the games that I post in this blog are not open source, nor are they public domain. I will retain all copyrights. People are welcome to look through the code for ideas, and can reuse individual subroutines if they find them useful. But I don't want any of these games placed on a ROM cartridge or CD without my permission first.



Create a custom theme










If such binaries would work on Stella and the CC2, you could release binaries that people could play on those platforms, but that would be somewhat tricky to convert to use on a real 2600 cartridge. Use conditional assembly so that each build gives you both an "FE" and "F8" version; the F8 version would be used for testing by yourself or trusted people; the FE version would be for general release.