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SpiceWare's Blog



Release Candidate 6

Posted by SpiceWare, in Draconian 13 October 2017 · 168 views

Revised launching of spy ship
 
For Harmony or Stella (requires Stella 5.0.2 or newer)

 
Source



Release Candidate 5

Posted by SpiceWare, in Draconian 12 October 2017 · 117 views

Fix issue where stations could take out another station's docked E-Type missile, whose explosion would take out the station it was docked too.
Condition Yellow now includes "station onscreen".  Before it was only tied to the presence of enemy missiles.  This oversight was mostly noticeable when playing KIDS or EASY.
Reduced the number of direct...


Release Candidate 4

Posted by SpiceWare, in Draconian 11 October 2017 · 147 views


The phrase "Condition Red" will repeat periodically, like the arcade
fixed mystery explosions

This is the new Release Candidate. Please play it as much as you can over the next two days and report any bugs right away.
 
 
For Harmony or Stella (requires Stella 5.0.2 or newer)

 
Source:



Release Candidate 3

Posted by SpiceWare, in Draconian 10 October 2017 · 146 views

World-Wrap logic added to Collision Quad to fix ship-station collision issue Keatah found
Minor tweak to ∆-11
Fix scoring/flicker issue with stations. See details in Reply #463
This is the new Release Candidate. Please play it as much as you can over the next few days and report any bugs right away.
 
 
For Harmony or Stella (requires...


Release Candidate 2

Posted by SpiceWare, in Draconian 09 October 2017 · 124 views

Fixed bug due to insufficient RAM being allocated for the High Score Table. Tracked down a world-wrap issue related to collision detection. This should fix the issue with the rare enemy ship that couldn't be shot. The same issue exists in the collision detection for the stations, but there wasn't room to apply it; however, this should not be nee...


Release Candidate

Posted by SpiceWare, in Draconian 08 October 2017 · 149 views

Various space saving optimizations, including a 140 byte one from cd-w (changed the way sector data was stored in memory)
New game startup tune in place
Fixed the various wrap-around issues
Fixed issue where if the looping condition red sound effect was playing and you took out the last station, the condition red sound would play concurrently with the ro...


startup revisited

Posted by SpiceWare, in Draconian 01 October 2017 · 194 views

Revised ship startup sequence:
1) show SECTOR # during new game tune OR 2 second delay
2) show SCORE/RADAR/LIVES while saying "Blast Off!" (this gives the player a little time to get their orientation)
3) when done speaking the ship starts to move
lowered the Ramp-Up speed of the I-Type and P-Type Missiles from 5/128 per sector to 3/128 per sector
Hopefu...


Disappointed

Posted by SpiceWare, in Draconian 01 October 2017 · 383 views

I spent most of yesterday working on a program that parsed out iesposta's audio data written for my usual audio driver to see if I could optimize the data further to free up space.  The data usage shrunk from 706 bytes to 606 bytes, which sounds great, however the drivers to deal with the more complex data arrangement will use more space.  So I...


major performance improvement

Posted by SpiceWare, in Draconian 28 September 2017 · 160 views

There's so many variations of each station (pods intact/destroyed, various state of center) that it's not practical to have each version in ROM. Instead, an intact image is in ROM for each orientation. Once per frame a RAM copy of the image would be made for each station, then it would be manipulated to remove destroyed pods and update the center. The RAM...


Continue

Posted by SpiceWare, in Draconian 27 September 2017 · 158 views

Shrank the menu font from 8 rows to 7:

In order to make space for a new option:

Applied 72 bytes of optimizations from Chris
Revised Idle Time Condition Red, 15 seconds was too brief for Hard
* 80 seconds Kids
* 60 seconds Easy
* 40 seconds Normal
* 20 seconds Hard
While help from Chris, we freed up about 3 scanlines worth of 6507 time to give over t...






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