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Some love for Frantic

Posted by SpiceWare, in Frantic 04 April 2014 · 1,386 views

Been about a month since the last update for Frantic so I thought I'd spend some time on it.
Trying out Maze Type as the default selected option.  Not a fan, already changed back to Start for next build.
Added Diagnostic support like in Draconian, no longer need to create special diagnostic builds.
Noticed that the ARM routines were not using the au...

The C RAM Review

Posted by SpiceWare, in Stella, Frantic 05 March 2014 · 2,592 views

Coming right at you

While it's far from finished, my work on Stella has progressed to the point where I can now view the state of DPC+'s 5K of internal RAM.  The 5K is comprised of 4K Display Data and 1K Frequency Data.  When custom C code is used the 1K Frequency Data is by default split...


Posted by SpiceWare, in Frantic 27 February 2014 · 1,726 views

LumaBoost in place, flickering objects will increase in brightness to compensate for the flicker
Special Room Object appears in the same location for a give X-Y room so that it doesnt change location if the humanoid dies and room is reinitialized
wall types (destructive vs reflective) surrounding Special Room Objects are now drawn based on the object.

Special Room updates

Posted by SpiceWare, in Frantic 24 February 2014 · 2,492 views

Moved routines from Vertical Blank to Overscan to fix screen roll problem
Special object animation in place
Big Otto's face will update, launches extra Evil Ottos with very primitive movement logic
Hit the Power Plant and robots can't move, but can still shoot
Hit the Central Computer and robots can't shoot and will randomly move (even into walls)

Robot and Tank animation

Posted by SpiceWare, in Frantic 23 February 2014 · 1,782 views

Robot and Tank animation sequences are in place
Robot and Tank "cool down" logic implemented, should prevent "rapid fire"
RESET = start game
SELECT = return to menu
Left Difficulty, Frenzy Special Room Test1 : B = Off, A = On
Right Difficulty, Stress Test Mode2 : B = Off, A = On
1 Frenzy Special Room Test will always put a special ob...

Shot revisions

Posted by SpiceWare, in Frantic 18 February 2014 · 1,613 views

missile/wall logic now checks all corners of the missile when testing for brick removal, fixes issues with Tank's Homing Missiles
missiles now reflect off flickering walls in Frenzy variation



Homing in on you

Posted by SpiceWare, in Frantic 15 February 2014 · 2,036 views

Tanks now launch Homing Missiles
changeable wall color
menu is back
lots of ROM savings
Menu's back in place. All options should be functional, so let me know if something doesn't work as expected.

A couple Tanks launched Homing Missiles.  They're shaped differently than the normal shots.  The menu option sets the number of redirects...

Feature parity with the final build of the prior reboot

Posted by SpiceWare, in Frantic 11 February 2014 · 1,087 views

I'm now at the point where I've implemented everything that was in the final build of the prior reboot
the RAM usage has been changed so there's space for the 2K speech buffer
preliminary animation
sprite clipping
On top of that, the Stealth feature is in place, which wasn't last go around.
The new routines have saved almost 2K!  Be...


Posted by SpiceWare, in Frantic 08 February 2014 · 1,952 views

Animation routines aren't in place yet, but we now have a playable build.
I always liked the Stealth Mode, so I've added that back in.  It's currently controlled by the Right Difficulty switch.  When enabled, all robots will initially be visible for 1 second.  After that any robot that shoots will be visible for 1/2 second.  If...

Missile driver rewritten

Posted by SpiceWare, in Frantic 04 February 2014 · 1,274 views

The missile routines have been added back.  I also changed Otto to be a 2X sprite for testing purposes.  It'll be changed back to a 1X sprite for the next build, which should be playable :D

I removed the original flicker logic routine and renamed the new one DisplaySprites.  It uses DataStream0 and DataStream1 to popula...

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