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I'm still working on more Colecovision games.


Kiwi

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Last month I worked on Phoenix. I want to change the name to Firebird because it's not going to be an exact arcade port. Sorry I disappoint people. I'm not expert at programming, but the game engine I set up for this game works pretty well. I'm using this kind of game loop.

 

while (game==1)

game logic1

delay(1);

game logic2

delay(1);

 

Collusion detection takes up a lot of CPU time, so I process it depending which gamelogic have spare cycle. Using the paper(); technique that nanochess told me helps since I think the z80 and the vdp run the same speed, 3.58 Mhz. So I have enemy 12 sprites active and 2 shots. So there's 24 comparison. Then there's player's ship/shield vs the enemy ship. The behavior function that move the birds also takes processing time too. It only run once every 2 frame since it is in gamelogic1. Once the count of enemies are down to 4, then behavior function now run in gamelogic2. So the enemies move much more quickly.

 

blogentry-24767-0-11751100-1422338254.gif

 

This is what the first part of the game looks like as right now. Everytime your ship get hit by anything, it run delay(1), temporary place holder for the code to blow up your ship. I have the bird change colors as it get hit, which will be the later more difficult levels.

 

The one thing I want to try is having a moving background, scroll slowly. I should be able to do it with double screen buffering. In which, it'll build the backdrop pieces by pieces as the game is running.

 

Right now I'm working on the second part, is the big birds scene as right now.

 

blogentry-24767-0-12294100-1422338671.gif

 

New game logic loops, separated from the small bird screen. Right now, I'm figuring the wing hit detection routines. I will resume working on this game after I finish this quick project for a friend. I'm aiming to finish it in summer time.

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