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LASooner

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Posts posted by LASooner


  1. Updated ROM in Post 1

     

    Changed all projectiles to characters instead of sprites, flicker should be at a minimum. likely the only time you'll see it is when the bunker sprite appears, or after you blow up a robot. But bullets shouldn't ever disappear except when passing through another bullet, an explosion or a blinking gun.

     

    Order of sprite priority is

     

    #1 and 2 Bunker sprites

    #3 Player sprite

    #4 Main Robot

    #5 and 6 Bats/Secondary Robots

    #7 Spider

     

    The Bunker sprites only show up when the player is within 16 Pixels of it, so effectively all the important sprites should never disappear.

     

    I haven't got any feedback or bugs except for the guy on YouTube making fun of it. So this will probably be the last update for a while.

     

     

     

    BUG FIXES:

    Look into using chars for bullets to reduce sprite flicker

    Optimized character set for simpler collision checks


  2. OMG you said Amiga 500 - Achievement unlocked - Awesome factor x10. Have you been following the Apollo Accelerator Vampire FPGA project at all? Sweet happenings right there.

    I have one, but haven't had time to set mine up yet. I got the Amiga 2000 CPU slot adapter for the Vampire so I can switch it back to stock quickly if I need to.

    • Like 1

  3. Two goodies arrived in the mail today... icon_thumbsup.gif

     

    First, my TexElec joystick adapter for the TI...

    ... and second the 3D printed case.

     

    I hope to have a short video out this weekend, but when I went to take a static photo of the TI, every teeny tiny minuscule piece of dust showed up in the photo. Eeeech!

     

     

     

     

    Well you sold me, I just ordered one for my black and aluminum and one for my beige

    • Like 1

  4. Updated Rom Image in Post 1

     

    You can now shoot hanging bats for some easy kills early.

    Fixed an issue where the gun was getting overwritten by explosion graphic from bats and spiders.

    Optimized routine for moving and animating the character, slight performance increase.

     

     

    BUG FIXES:

    Bullets don't kill hanging bats.

    Attract mode wasn't properly looping, crashing after credits screen.

    • Like 4

  5. Updated Rom image in post 1

     

    Finally got the bat explosion characters done and working, no longer sprites so should help even more with flicker issues

    Put a new title attract screen, uses existing char set, added a credit screen with shout outs to you guys who've helped me

    Will continue to try to optimize it down enough to also include the original title screen I created, but it's not looking great there.

     

    Biggest remaining hurdle is bunker busting Level 4+ robot bullets and I will continue to try looking into using screen characters instead of sprites for the bullets, my first attempt didn't go well.

     

    Bats hanging from ceiling on Spawn

    Add explosion graphic for bat or spider death (spinning disc temp)

    Find space or make new title screen

    Add an attract screen mode, to give the player time to start the game and explain scoring

    • Like 2

  6. Updated Rom image in post 1, Also updated video

     

    Finally got that hanging sound bug fixed thanks to Senior Falcon's suggestion of killing all sound channels before playing the sound

     

    Also "thickened" up the spider sprite so it will look better on CRT's

     

    plays spawn sound when you get an extra man

     

    I feel like I'm in the home stretch on this thing.

     

    Level 4 Robot shots kill player bullets

    Black Robot fires larger projectile

    Fixed Bug

    Robot shot sounds hanging until next shot

    • Like 2

  7. attachicon.gifSprites level 1.png

     

    I need to figure out what do do with the sprite patterns on level 2. The above shows the patterns for level 1, but on level 2 I need to add boats with rotating guns (9 patterns) as well as a bigger plane (4 patterns) in addition to all I have on level 1. Uploading the patterns on the fly is not really an option since all the patterns can theoretically be present on the screen at the same time. And alternating between sprite tables is not an option either since the animations need to work independently (e.g. the guns should not all point in the same direction).

     

    A tank consists of a green chassis with one of the black outlines/guns on top. If I could use 3 sprites to build a tank I could have saved a lot of patterns by making the gun separate from the outline, but 3 sprites out of the possible 4 on a line is too much to spend on a single tank. I will probably have to sacrifice the horizontal direction of the tanks in order to add the boats.

     

    For the bigger planes I could perhaps re-use the patterns of the boss tank and restore them again before the boss, but it's a pain to have to add exceptions like that to the code.

     

    I could also save 2 patterns by making the player's plane the same pattern as the attacking planes, but I don't think it's worth the sacrifice.

     

    Note that the last pattern is required to mask sprites when they enter from the right side border.

     

    Any good ideas?

     

     

     

    The outlines could be filled in and be lower priority sprites, so they would be under the color sprite, that way you could use the same outlines for the good guy as well as the bad guys, because the differences would be in the color sprite. They appear to have the same silhouette. That saves you one sprite anyway. But it means your shadow sprite could be solid. Frame 4 and 5 of your explosion are similar enough, I think you could get away with removing one of those.

     

    If you do something similar with the tank sprites, IE. solid backing sprites, detail in the color sprites, you might be able to save a sprite or two.

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