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almost a release candidate


SpiceWare

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  • fixed a problem where shots on the left side of screen would pass thru asteroids if they were wrapped around the left & right border. Noticeable with large asteroids, but affected smaller asteroids as well
  • fixed a "burnt out" bottom segment of player 2's lives display
  • fixed a bug where using hyperspace would make the Magna-Mines leave the screen
  • 2 players 1 gamepad now works correctly if the controls is set to Left=gamepad, Right=joystick
  • updated easter egg
  • Manga-Mines and saucer can now detect the closest path to you even if it means wrapping around the edge of the screen

 

I thought this would be a release candidate, but I'm aware of a couple issues that I noticed while play testing this build:

  • I got past 50K for the first time tonight and experienced a screen roll.
  • like the shots used to be, if the player is on the left edge of the screen and an asteroid is on the right edge wrapping around to the left, the player will not collide with the asteroid.

 

I was able to force all the asteroids to wrap the screen in order to confirm the no-collision issue:

blogentry-3056-0-01338200-1349062249_thumb.png

 

 

ROMs

spacerocks20120930_NTSC.bin

spacerocks20120930_PAL.bin

 

Source

spacerocks20120930.zip

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I've added some diagnostics and forced the game to start each round with 12 asteroids. It looks like I'm running out of time during Vertical Blank. Vertical Blank doesn't process any of the gameplay logic, it only preps the DPC+ data streams with what to display on screen.

 

void VerticalBlank()
{
 InitSpriteShotDatastreams();
 DisplayShots();
 DisplaySprites();
 PrepScoreDatastream();
}

 

 

Now that I know where, it's just a matter of reviewing those routines to figure out how to make them faster.

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