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SpiceWare's Blog



big otto

Posted by SpiceWare, in Frantic 09 September 2011 · 494 views

Was trying to figure out how to show the special objects* in the Frenzy variation when I realized a 2x player would just about fill the width of the smaller room sections. I checked the kernel and discovered I had enough time to change the size of Player 1 during it's reposition routines. I also had an unused color data stream value, due to...


the bouncing ball follows you

Posted by SpiceWare, in Frantic 02 September 2011 · 214 views


fixed the shoot-off-screen bug
Evil Otto now bounces
Evil Otto using a different Direction-To-Humanoid routine than the robots (so he'll do angles unless he's perfectly lined up horizontally or vertically)
extra lives ever 1000...


trigger phrases

Posted by SpiceWare, in Frantic 30 August 2011 · 165 views


added a function to trigger the phrases (before phrases were hardcoded to the direction you exited the room). It's used to say:
"Intruder Alert! Intruder Alert" when Evil Otto shows up
"Chicken" if you leave a room without killing all the robots
"Get the Humanoid" if you...


sound effects

Posted by SpiceWare, in Frantic 29 August 2011 · 197 views

Added the sound routines along with a few cheesy sound effects. Will revise those later. I'm using only channel 1 due to the digitized sample support, which requires AUDV0 to be updated on just about every scan line (it's using a variation of DPC+'s 3-voice music routine). I have some ideas on how to work around this for users with an...


wall avoidance

Posted by SpiceWare, in Frantic 27 August 2011 · 232 views

The robots now try to avoid the walls.

Shots now take out other shots. Sometimes a robot will shoot too quickly, causing both shots to disappear. This will be fixed later when I add a "gun cool down" routine.

This change took a bit longer than I expected - a shift in the compiled code triggered the MAM1 bug in the ARM chip and it took me a few...


stealth mode, activated

Posted by SpiceWare, in Frantic 26 August 2011 · 244 views

fixed the bug where the explosions were sometimes half invisible.
fixed bug where bonuses won't be added if explosions were still onscreen
shrank explosion width by 1 pixel as if the robot ran into the wall on his right side the explosion would go thru the wall and hit robots/human on the other side.
added new stealth mode. Set Right...


did more than I expected

Posted by SpiceWare, in Frantic 25 August 2011 · 235 views

Robot speed ramp up redone to take twice as many levels to hit max speed.
Slow robot shots now move at 1/4 humanoid shot speed.
Fast robot shots now move at 1/2 humanoid shot speed.
Max shots per level now ramps up from 0 shots to 3 slow shots, then 1 to 3 fast shots.
Death sequence for humanoid
Robots explode when hit. Shrapnel...


moving bodies

Posted by SpiceWare, in Frantic 24 August 2011 · 175 views

I decided to worry about the homing missiles later, so here's the initial version with moving and shooting robots!



ROM


Source



target acquired

Posted by SpiceWare, in Frantic 23 August 2011 · 163 views

The robots now know if they'll hit you when they shoot. To visually show this, I change their shots from the homing missiles(squares) to the normal shots (lines). In the screen shot the top and bottom row robots have acquired target lock, the middle row robot has not.


The test them, I made it so that...


where's the humanoid?

Posted by SpiceWare, in Frantic 20 August 2011 · 225 views

In order for the Robots to move or shoot, they need to know where the Humanoid is in relation to themselves. If we're only looking at 4 directions it fairly straightforward - horizontal vs vertical is determined by seeing if the difference between Robot X and Humanoid X bigger or smaller than the difference between Robot Y and Humanoid Y. Once...






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