Switched to zerosquare's player as GGN recently added that back in to rB+, so the perfect opportunity to test it while the Jaguar is doing a few things. Seems to work well. Original player and pad handling still available as a switch and single comment flip at build time. Binary is now smaller as a result even though more bitmaps are included and audio output is 16-bit from u-law compressed source.
This is playing better now. Faster gameplay = more fun (IMO, YMMV).
Blockers move 2x faster than they originally did, grass and other things sped up appropriately.
Player x movement mow matches blockers again - 2 pixels per VBL.
1 point for passing between blockers.
Multiplier increases this score, up to a maximum of x9.
Multiplier increased by x1 each time a star is collected, but...
To keep multiplier active, have to chain star collects - miss one and multiplier resets to x1. Even at x9 you have to continue to collect stars for it to remain active, but this also adds a bonus score (50, not affected by multiplier)
Heart collects give a fixed bonus score (25, not affected by multiplier), not part of the multiplier system so don't affect it if collected or missed.
Plays best with joypad in hand rather than emulator/keyboard. Getting a feel for the scramble-like left and right movement coupled with the rising/falling doesn't take long and is the key to larger scores. My best is somewhere over 800, but I'm mostly testing in-game logic, not playing for score.
It seems rb+ doesn't fully support branch objects as previously thought - running the previous build/s with those in at 50Hz produced an interesting display. Until that functionality is patched in, I've done a quick haxx0r, bashing the generated OPL with the correct values every frame if the game is not running at 60Hz. Only implemented in-game just to see if I could, not at startup or on death, so you can see where it goes wrong if you're curious :0)
Not sure if this will be the last one posted before it's complete, there's not much more to be seen to make any worthwhile...
Things to come:
new or at least edited collect gfx
small exit from current game and start of new one - something quick and scripted retaining the immediacy of death to restart for a speedy one-more-go without faff.
secret/silly stuff in background and foreground - depends on free RAM, this won't be a ROM it'll be a single-loader.
correct non-test settings for initial state and progression - have to find the best balance that's not boring to begin with for good players and not too difficult for those who need to git gud. it doesn't actually seem all that far from being right to me.
maybe more music, something smaller and loopy for out-of-game state.
memory track stuff - this'll be last, will just be a single best score that will always be shown on-screen to the right.
Things not coming:
sound fx - they'd only clash with the lovely music, no need for CHING CHING