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No more Jitterbug on Colony 7!


Guest

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Hi there!

 

Phew... so my plan worked out. The display kernel code is now totally crazy. Top to bottom it's eating more than 1K of ROM space! :-o

 

That's the code for the scoredisplay, 8 different lines of kernel code for the main display, and 16 different lines of kernel code for the bottom display...

 

Space is already getting somewhat tight, while the game isn't even doing that much right now and only a fraction of data is present... I think I'll just do a 4K snapshot for the 2006 Mini Game contest and then continue with 8K for the release. Maybe. I'm not even certain, wether this can do anything playable in 4K at all :ponder: :lol:

 

Ok, next few important steps on my roadmap are now:

 

- Add some dummy particle movement code, so I can test all behaviour here in motion.

- Add some dummy code to cycle through all possible destruction states of the bottom scenery

- Finalize all display kernel code and optimize the ROM usage for that part

 

Greetings,

Manuel

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Good work - it was definitely worth the pain - those high-resolution ships look fantastic now! The cursor is still a bit sluggish in the vertical direction, but I guess this can easily be fixed.

 

Chris

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Hi there!

 

Good work - it was definitely worth the pain -

 

It really was a pain to go through. Though most difficult was forcing me to actually *start* the rewrite... :sad: ;)

 

But then, I didn't work in the whole plan at once, i.e. rewriting it from scratch, but only tackled it in small baby-step tasks. So I actually always had some working code and could get all changes done one by one, having only small areas to bugfix when something went wrong.

 

those high-resolution ships look fantastic now!

 

I have to agree, it was definitely worth it :x

 

The cursor is still a bit sluggish in the vertical direction, but I guess this can easily be fixed.

 

sluggish = slow? Yes, I'll have to speed it up some more :)

 

It looks very good.  Do you plan to have all the enemies from the orignal or just the fighters?

 

I'll have all 4 enemies. I asked Nathan to convert them for me, but I think he's still busy with the RPS label (and blogging :x)

 

The cool thing here is that, unlike the display code (which I turned upside down twice by now), I think can use the rest of the Star Fire engine (object handler, movement, collission detection) of the Star Fire engine without any bigger issues now.

 

Another good thing I think will be, that the arcade has a max of 4 enemies floating around on the screen at once and they actually rarely overlap. So the whole flicker engine itself is more or less just a fallthrough for the *worst case* only, not the standard ;)

 

(So I had plan B of doing the Venture engine in case I couldn't get my own engine working.)

 

Greetings,

Manuel

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