SQUISHING IN FULL EFFECT! New update. Still not technically playable, since you can't die, but pretty close now.
-Player now moves at correct speed in all directions and is animated when he moves sideways.
-Only can squish enemies by actually stomping on them.
-Enemies are generated correctly (i.e., 1 blank row, 15 rows of 1st enemy, 16 rows of 2nd enemy, 1 row with bonus item, 15 rows of 3rd enemy, 1 row with suitcase, repeat).
-clean up kernel transitions, tighten
...AS LONG as no bugs crop up.
-modified title screen
-changed eel colors to be more visible
-Eel flashing doesn't show very well when eels are in the very top row. Oh well.
Unless any bugs show up, this is done.
WELL, THAT was a whirlwind! Finished up Squish 'Em with just days to spare.
I posted the list of differences vs. the A8 version in the Squish 'Em thread, but I thought I'd recap here and try to collect my thoughts about my next project(s).
First, Squish 'Em - this turned out waaaay better than I thought. It was easier than I hoped (and a lot of fun ) to disassemble the A8 source, which allowed me to get the timings to match exactly and the sounds to match very very closely. I still h
SO IT'S been a while since I've posted anything...or coded anything.
But I was inspired by...well, by something I can't talk about. Um. Anyway, I revived an idea that I kicked around almost two years ago and banged something out:
I haven't tested it with an AtariVox myself - but Nathan did and it seems to work fine.
What does it do? It's a way to quickly play with your AtariVox using your 2600. Add/edit/adjust sounds and control codes and then play 'em!