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startup revisited

Posted by SpiceWare, in Draconian 01 October 2017 · 229 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
  • Hopefully fixed a bug where enemy ships & missiles could already be onscreen (and stationary) when you first CONTINUE a game.
  • slight revision to alignment of SECTOR #
  • interesting sector experiment in ∆-1
  • Fixed issue with shifting explosions near the right edge of screen wrapping around to left edge.  Same would occur for bonus points.  Did NOT fix the issue of mine explosions disappearing too early on the left edge.
My sprite routine uses masking to prevent 2X and 4X sprites from wrapping around to the other side of the screen. Turns out I needed to use it for 1X sprites as well due to the line-by-line shifting done on some of the explosions (it wasn't needed before as the HMOVE bar hides the wrap-around of non-shifting 1x sprites):
 
 
shooting a mine near the right edge of the screen
Attached Image
 
Explosion OK for now:
Attached Image
 
but wraps around to left side as the ship continues to fly to the left:
Attached Image
 
Masking in effect
Attached Image
 
For Harmony or Stella (requires Stella 5.0.2 or newer)
Attached File  draconian_20171001.bin (32KB)
downloads: 17
 
Source
Attached File  draconian_20171001.zip (708.44KB)
downloads: 19






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