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Space Trek: TI-99/4a version


adamantyr

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A new version, with one significant feature change... torpedoes now use CALL MOTION to move!

 

After a discussion on a thread, I realized I COULD make it work if I used a second invisible sprite as a "target" for the torpedo to hit. Using CALL COINC with ALL will only check a single bit for sprite overlap which is about as fast as you can get, and if you just loop continuously, it should always contact. I got them moving at a pretty good speed too!

 

The one tricky bit was pre-calculating the end square, this creates a slight delay before a torpedo is fired, but it's not as bad as I feared it would be.

 

SpaceTrekv33.zip

 

 

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