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SpiceWare's Blog



New toy

Posted by SpiceWare, in Vectrex 17 October 2012 · 240 views



I've wanted a Vectrex ever since they came out - 30 years later I finally got one.  I won it yesterday on eBay and was surprised when it arrived today via UPS!  Turns out the seller is located in Beaumont, a mere 84 miles to the east of Houston.

The unit came with...


release candidate 3

Posted by SpiceWare, in Space Rocks 04 October 2012 · 572 views

  • fixed the synchronized rotation issue with large asteroids
When I first started coding Space Rocks, I set it up to support an arbitrary number of styles for each size of asteroid as I didn't know how many would end up in the game.  So I wrote the original InitWave routine like this to select a random asteroid style, rotation and...


release candidate 2

Posted by SpiceWare, in Space Rocks 03 October 2012 · 217 views

  • Attract mode has been fixed
  • update to the second easter egg
  • added third easter egg, No Man's Land, which will start every wave with 12 large asteroids
The problem with Attract mode was caused by moving InitSpriteShotDatastreams() from Vertical Blank to Overscan.  When the attract mode was triggered, that function...


release candidate 1

Posted by SpiceWare, in Space Rocks 02 October 2012 · 235 views

I believe my last two issues have been resolved.  

1) On the collision problem, the original collision logic for wrap-around sprites was handled this way:

  hitsomething = Collision(item, x, y)
  if (hitsomething == 0 && x < 18)  // 18 because the double-wide asteroids hmove left & right
    hitsomething = Collision(item, x+160,y)
...


stress test

Posted by SpiceWare, in Space Rocks 01 October 2012 · 167 views

Well, this might be an easy fix.  VerticalBlank used to look like this:
void VerticalBlank()
{
  InitSpriteShotDatastreams();
  DisplayShots();
  DisplaySprites();
  PrepScoreDatastream();
}

it now looks like this
void VerticalBlank()
{
  DisplayShots();
  DisplaySprites();
}

I built a special Stress Test ROM that starts out...


almost a release candidate

Posted by SpiceWare, in Space Rocks 30 September 2012 · 205 views


fixed a problem where shots on the left side of screen would pass thru asteroids if they were wrapped around the left & right border.  Noticeable with large asteroids, but affected smaller asteroids as well
fixed a "burnt out" bottom segment of player 2's lives display
fixed a bug where using hyperspace would make the...


SeaGtGruff

Posted by SpiceWare, 30 September 2012 · 153 views

please contact me.  

darrell.spice.jr@spiceware.org


revised heartbeat

Posted by SpiceWare, in Space Rocks 29 September 2012 · 171 views

I'm heading out for dinner with some friends, but got quite a bit done that I wanted to get online for feedback (plus to have my "offsite source code backup"!).
heartbeat timer - changed to use fractional decrement w/9 entry table so that each wave (4-12 asteroids) starts and ends at the same speed.
could start shields and...


new menu options

Posted by SpiceWare, in Space Rocks 27 September 2012 · 259 views

  • Magna-Mines are no longer tied to the level, there's now a menu option to control them.
  • Gamepad option.
The Magna-Mines need to have some tweaks to their speed, for one they're much too fast for the Kids level.  I also had to modify the launch condition for the Magna-Mines, originally they appeared when 3 asteroids were...


new enemy, phase three

Posted by SpiceWare, in Space Rocks 26 September 2012 · 191 views


freed up enough ROM to add the two-section Magna Mines
fixed a problem in collision detection that could make the Magna Mine destroy the ship when it was still a pixel away from it
fixed a problem where "split" Magna Mine could appear
revised shot processing so that a single shot cannot take out multiple targets.  This is to...






May 2013

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