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SpiceWare's Blog

Spy Ship Sighted

Posted by SpiceWare, in Draconian 20 August 2017 · 45 views

Early support for the spy ship. When it appears "Spy" will be said (I need to free up some space!).
Spy ship will make a number of passes; if it's not destroyed by you, or by something else, the Red-Alert Scenario will be triggered and both I and P type missiles will swarm after your ship. The number of passes is based on the difficulty level:
4 -...

CDF Finalized

Posted by SpiceWare, in Draconian 15 August 2017 · 144 views

cd-w was able to fix the CDF compatibility issue with my evil 7800 , however this required a significant revision to the CDF driver which broke compatibility with Stella's CDF support so this build of Draconian does not work in Stella.   [s]I have submitted an update , so once the next release of Stella is available you'll be able to run this o...

E-Types launched

Posted by SpiceWare, in Draconian 30 July 2017 · 306 views

Revised station open/close core logic.  Stations will now launch E-Type missiles on later levels (never on Kids, which always has the core open).  There are 2 open/close speeds.
Revised Γ (gamma) Levels 
Revised Level Data to use less ROM (saved 608 bytes!)
Cores now animated at 60fps (used to be 30)
Holding down fire at end of g...

new samples, a new tune,

Posted by SpiceWare, in Draconian 16 July 2017 · 345 views

and a bug fix too!
new samples from iesposta for Blast Off and Battlestations
new start of game tune from iesposta
fixed a bug where you could destroy a station by hitting a closed station core.
revised the SECTOR # display logic

The bug with destroying the station was caused because the hit energy core test was always being run. As such, if you hit...

Disperse Revision

Posted by SpiceWare, in Draconian 25 June 2017 · 477 views

Revised how the enemy formation will scatter if the leader is destroyed
minor update to Bonus Points for better alignment with the explosion it replaces.
Formation ships are now destroyed if they collide with asteroids or mines
Sound effect volume is lowered when speech is active
SECTOR # is now displayed while the player's ship ramps up to full speed


Posted by SpiceWare, in Draconian 24 June 2017 · 176 views

Formations will now randomly launch from an offscreen station.
"Battlestations" will be said when formation is launched.
Formation Leader targets the player
Formation scatters if leader destroyed (this needs more work)
Revised enemy ship spawning and station firing logic to use less CPU time.
New image graphics in place for bonus points
Bonus points wi...

Revised station cores

Posted by SpiceWare, in Draconian 22 June 2017 · 229 views

Nathan's revised the cores to be more solid and uniform between the horizontal and vertical stations. We've also changed it so the core will color cycle (provided it's being drawn by the ball ).
I've revised the enemy missiles. Each level (kids, easy, etc) starts at a different speed, and they speed up as you progress through the sectors. Additiona...

P & I Type

Posted by SpiceWare, in Draconian 21 June 2017 · 185 views

The I-Type and P-Type missiles are in play. The I-Type will try to intercept you while the P-Type are just out on patrol.
 For a real challenge, try Sector 256!
For Harmony or Stella (requires Stella 5.0.0-pre8 or newer)

Station revisions

Posted by SpiceWare, in Draconian 19 June 2017 · 215 views

Reworked the stations to fire from the 2 closest pods.  For that I revised the closest pod to player tests from before, it now shows the 2 pods it'll fire from as well as the targeting line from the closest pod:

Additionally I finally tracked down a bug where you could shoot a station pod that you shouldn't be able to.  For that I bui...

Revised station shots

Posted by SpiceWare, in Draconian 17 June 2017 · 243 views

In the prior builds the stations would randomly shoot in 1 of 8 directions.  I've revised the routines to do the following:
station shots can travel in 32 different directions
identify the pod closest to player
randomly decide to shoot from that pod, as well as the 2 adjacent to it (the chance of firing is tied to the difficulty level and the sector...

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