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Star Castle Developments


Thomas Jentzsch

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Since Chris is busy with his RL, I will continue his blog entry about Star Castle Developments here.

Source code can be found here.

Note: There are still some occasional glitches which I have to sort out. And maybe even a crash. So if you find one, please let me know. Especially if you can reproduce it.

Attached is the final build from October 2015 and here the (never ending) DONE and TODO list:

; Explanation:
; - = open
; o = partially
; + = done
; ? = debatable
; x = cancelled

; Arcade Differences:
; - 3  6 lives via dip switches

; x extra lives > 100
; + game speed increases with score, segments, time  .?
;   + gamespeed (0  7) now based on score (increases every 2000 points)
; + ring rotation
;   + not in sync
;   + direction moves with ring (TODO: check mines on rings, gun gaps)
;   + speed moves with the ring
;   + speeds
;     + increases with score (not castle)
;     + reverse rotation at constant speed: 4.7s/loop, (1st castle: middle)
;     + others: 0  1250 pts: 4.7 (outside)/3.2s (inside); 2500 pts: 3.2/2.35s; then: 2.4/1.9s
;       own speed range defined
;   + offsets are transfered with the expanding rings
;   o hit sparks (TODO: graphics)
; + killing gun and getting killed costs one life
; + shield kick
;   + ignores previous speed
;   + gives new speed
;   + doesn't reposition
; o ships
;   + facing left at life start
;   + start position moves up with each new life? (10 positions, 1st one seems random, 2nd one is bottom + 1?)
;   ? X and Y speed are NOT linked together
;   o deceleration is linear and lower
;   + ship decelerates differently in left/down (100%) than in right/up (~50%) direction!!!
;   + after castle completed, ship continues at current spot in next castle
;   + ship bounces during explosion
; o mines
;   + immediate respawn
;   + spawn position depends on gun direction (dir - 90°)
;   + spawn independent from ship direction
;   o hop back and forth on the rings
;   + higher homing speed at higher scores (as fast as player's ship)
;   + homing mine movement has some randomness to prevent mine grouping
;   + homing mine lifetime varies (lifetime counted on ring too, but only 50%)
;   + slower turning speed in lower castles
;   o mines hop much faster in arcade in higher levels
;   - max. one mine per ring segment
;   + disappear when they hit a ship
;   + mines on ring do not kill ship
;   o hit sparks (TODO: graphics)
; + gun
;   + shots immediately when there is a gap
;   x projectile moves a bit faster
;   + projectile disappears when ship is hit
;   x starts new gun life at last direction
;   + starts next ship at last direction
;   + shots whenever there is space, no matter where the player's ship is
;   + is turning slower, especially initially
; + bullets
;   + max. 3 at a time
; o sounds
;   o siren frequency depending on segments (~65  260Hz):
;     + intermediate screen (highest pitch, slightly higher than 3)
;     + 36  28: 0 (lowest pitch)
;     + 27  24: 1 (slightly higher)
;     + 23  20: 2
;     + 19  16: 3 (high pitch)
;     + 15  12: 4 (reset to between 1 and 2)
;     + 11   8  5 (slightly higher, still lower than 2)
;     +  7   4  6 (slightly higher than 3)
;     +  3      7 (slightly higher = intermediate)
;   - homing mines sound
;   + no sound when hitting segment first time
;   + thrust sound very low
;   - projectile sound starts with fire sound
;   - better sound mapping
;     - channel 0:
;       + 2. ship explosion (channel 1?)
;       + 8. siren
;     - channel 1:
;       + 1. gun explosion
;       + 3. projectile
;       + 6. bullet fire
;       + 7. ship ring bounce
;       + 9. thrust
;     - both:
;       + 4. mine hits
;       + 5. sector hits (channel 0?)
;     - homing mine sound
; + scoring: 10/20/30 points per segment hit (not per segment destroyed)
; + no leading zeroes
;   + score
;   + castle
;   + ships
;   + highscore
; ? scores are centered
; + digits are slightly wider
; -   .
; Bugs/TODOs:
; + it seems that the gun is correcting direction after finding a gap but before fireing
;   this leads to shots going through intact sectors
; + increase vertical screen size (TODO: use gained time)
;   + define extra stars data
;   + adjust stars in various screens
;   + center/resize other screens
; + make ring 1 data ordered like ring 0 + 2 data
; + gun needs gaps in all three rings
; o General task management
;   + allow individual tasks with priority and order
;   o adjust parameters of tasks (check if they could be skipped)
; + regenerate if middle ring is empty (test arcade).
; + homing mines broken at higher castles (>=6)
; + explosion too slow (check again when CPU time is reduced!)
; + vector angle gives too coarse results
; + occasional glitch when mine is shot
; - bullet sometimes glitches when it hits (could be same problem as with initial mine?)
; + DIR_SEARCH
;   x gap found a bit too early (counter clockwise)
;   + no gap found when GUNDIR = 17
; + occasional reversed intermediate castle/ship graphics
; + first mine glitch (only if thrusting or fireing!?)
;   resulted from following order: 1. x-pos mine
; 2. create mine
; 3. display mine
; + thrust sound corrupted
; + thrust sound set to lowest possible frequency and made 50% louder
; + siren twice as loud
; ? bullet/ring check may have flaws
; + occasional single pixel glitch on empty ring segments
; + another occasional single pixel glitch at start of new life (reason: odd without even rotate)
; + empty high score initials   . (instead of aaa)
; + difficulty switches fixed at start of game (4 different high score tables)
;   o make different high socre tables identifialble (colors only so far)
; + stop gun shooting when ship is exploding
; o more ring colors
;   + 8 different sets
;   o define colors
; o mine graphics (maybe slower?)
; + thrust sound broken after gun explosion
; + occasional crash!!! (X used in CheckRegenerate)
; + fixed last color mode remembered
; o check PAL colors on real hardware
; o mine explosion graphics? (code done, graphics todo)
; + add "arcade" to the title graphics
; o pulse red part of the title graphics in sync with music
; + (c) 201*3* (fixed "3" font)
; x new ship must not start at blind gun spot (but arcade does too)
; + highlights in small letters M and W and score 4
; + adjusted flashing text on/off ratio
; x vary ship's thrust display frames %10 -> e.g. %101
; + white vertical line before highscore
; - more gun explosion animations
;   o gain space
;   o optimize overlapping
;   - implement new data
; -   .
; Ideas:
; + transfer colors with rings too
;   + gun changes color too, is that OK?
; - PAL50 timing option
; + smaller ship to allow better manouvering?
;   + data (ship, ship + flames)
;   + offset
;   + reflection
;   + projectile collision
; + use direction search for mine/bullet ring hits
; x using VDELP0 to move ship smoother vertically (not possible)
; ? reverse display of double hit segments (dotted = complete, full = hit once)
;   o done, but is it a good idea?
; + increase some difficulties 1000 points earlier (kick chance, gun turning)
; x better do 16 difficulties for those?
; - reduce maximum ring rotatation speed (saves CPU time)
; + rename "Wave" into "Castle"
; ! adjust scanlines
;   + AA logo
;   + title
;   - Melody load
;   - hishscores
;   + game
;   + messages
 

star_74.bin star_74.cu.bin star_101.bin star_101.cu.bin Star_Castle_Arcade_152.cu.bin Star_Castle_Arcade_152.bin Star Castle Arcade (165, Stella).bin Star Castle Arcade (165, Harmony).cu.bin

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Just compile star.asm.

 

Or check the first post here again. After editing the text, somehow the ROMs returned. :) 

Edited by Thomas Jentzsch
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16 hours ago, Thomas Jentzsch said:

Just compile star.asm.

 

Or check the first post here again. After editing the text, somehow the ROMs returned. :) 

Awesome! Thanks for your help. I'm glad this happened, as I really want to learn more, and hopefully get to a point one day where I can code. Every little bit I learn helps.

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