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Playtesters needed

Posted by SpiceWare, in Space Rocks 19 July 2015 · 1,761 views

I built a special version of Space Rocks for a tournament to be held at the Classic Game Fest  next weekend.
The menu is gone, it's been replaced with this:

And every round starts out with 12 large asteroids

Left Difficulty controls a game timer: A = ON, B = OFF
Right Difficulty controls how long, A = 2:00, B = 5:00

Atari Asteroids Fan Site

Posted by SpiceWare, in Space Rocks 13 December 2013 · 1,006 views

Nice writeup about Space Rocks over at atariasteroids.net

release candidate 7

Posted by SpiceWare, in Space Rocks 29 November 2012 · 1,069 views

new main menu title graphicshield sound effect changes pitch based on shield time remainingnew ship "blink" feedbackship will blink while shields are activeship will blink during respawn temporary immunityblink rate will increase as shield life/immunity remaining runs out  ROMs  Source

logo color testing

Posted by SpiceWare, in Space Rocks 27 November 2012 · 1,586 views

I whipped up a program to test out how the different colors would look on actual hardware.  On the screen you'll see the Flicker Logo at the top, followed by current values for Red, Yellow, Outline Red and finally the Outline Logo.RESET = set NTSC defaults of RED = $34, YELLOW = $1E, OUTLINE RED = $46SELECT = set PAL defaults of RED =...

release candidate 6

Posted by SpiceWare, in Space Rocks 14 November 2012 · 814 views

Added a fix for the "Saucer hiding out in the wrap-zone".  What it does is as soon as the Saucer moves into the wrap-zone it stops making random direction changes until after it exits the wrap-zone on the other side of the screen.Updated "label by" in the easter eggcentered the small saucer graphicFixed the sprite jump glitchmenu tweaks to...

release candidate 5

Posted by SpiceWare, in Space Rocks 10 November 2012 · 847 views

Used up the 400 bytes and then some.
Fixed a "find the ship" bug in the Magna-Mine targeting logic which would cause the mines to wander around off-screen in the vertical screen-wrap zone.
Revised the vertical wrap zone to use a 16 scan line off-screen zone for all objects.  It previously used to be 8, 16 or 32 scan lines depending...

menu updates

Posted by SpiceWare, in Space Rocks 06 November 2012 · 807 views

Thomas Jentzsch has been quite busy doing a round of optimizations on Space Rocks.  Nathan Strum has also revised the menu, it now takes up less ROM space.
about 400 bytes free for additional ARM code.
vertical shot wrap-around revised to match ship wrap-around
menu font revisions
revised selected menu option highlite
Fixed new bug...

release candidate 4

Posted by SpiceWare, in Space Rocks 23 October 2012 · 1,597 views

like all other fragments, Magna-Mine debris now continues to travel along the path of the destroyed object
When the double-section Magna-Mines were shot, if it was coming straight at you the back half would always turn clockwise to come after you.  It now randomly selects the direction.
shield now takes time to recharge, twice as long as the...

release candidate 3

Posted by SpiceWare, in Space Rocks 04 October 2012 · 1,776 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...

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