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SpiceWare's Blog



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walk robot walk

Posted by SpiceWare, in Frantic 19 September 2011 · 256 views

Robot animation frames are in place. They have thrown off the wall avoidance routines though, so no need to let me know that the robots are walking into walls more frequently than they should!


Also no need to let me know the Frenzy variation doesn't look right! That's because the Tank robots aren't...


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run humanoid run

Posted by SpiceWare, in Frantic 17 September 2011 · 178 views

espire8's been quite busy churning out the graphics, so I decided it was time to work on how to implement the animation sequences. First up, the humanoid's now using a 4 frame run sequence.


When I initially got it working, I thought the the speed was a bit to fast, so I did another build where each frame is...


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menu is finished

Posted by SpiceWare, in Frantic 15 September 2011 · 107 views

though I might end up redoing it in 6507 code as I think it'll take less ROM space and processing time is not an issue when displaying the menu.

Up/Down to select option to change.
Left/Right/Fire to change an option.
Only Fire works on the Start option, and it starts the game when Fire is...


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menu beginnings

Posted by SpiceWare, in Frantic 13 September 2011 · 139 views

I decided to take advantage of the 2 color kernel for the menu options as well. The menu is not functional yet, I just finished working out how to display it.


The options that are displayed are going to be:

Maze Style - berzerk is currently selected
Homing Missiles Yes/No. Frenzy only(will be...


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2x collisions and smarter robots

Posted by SpiceWare, in Frantic 12 September 2011 · 81 views

Updated the collision routines to handle the 2x players. To do this I needed to double-up the pixels of the sprites so that a 2x image of _X__X_X_ would be tested as __XX____XX__XX__
const unsigned char double_nybble[] = { 0x00, 0x03, 0x0C, 0x0F,
0x30, 0x33, 0x3C, 0x3F,
...


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big otto

Posted by SpiceWare, in Frantic 09 September 2011 · 251 views

Was trying to figure out how to show the special objects* in the Frenzy variation when I realized a 2x player would just about fill the width of the smaller room sections. I checked the kernel and discovered I had enough time to change the size of Player 1 during it's reposition routines. I also had an unused color data stream value, due to...


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Where there's smoke

Posted by SpiceWare, 06 September 2011 · 84 views

[url=http://www.wunderground.com/wundermap/?lat=29.06577&lon=-97.13562&zoom=8&type=map&units=english&top=fire&rad=0&wxsn=0&svr=0&cams=0&sat=0&riv=0&mm=0&hur=0&fire=1&fire.sat=1&fire.smk=1&fire.day=1&fire.day=7&fire.hrmin=0&fire.hrmax=24&fire.opa=70&fire.mode=0&tor=0&a...


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the bouncing ball follows you

Posted by SpiceWare, in Frantic 02 September 2011 · 119 views


fixed the shoot-off-screen bug
Evil Otto now bounces
Evil Otto using a different Direction-To-Humanoid routine than the robots (so he'll do angles unless he's perfectly lined up horizontally or vertically)
extra lives ever 1000...


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trigger phrases

Posted by SpiceWare, in Frantic 30 August 2011 · 89 views


added a function to trigger the phrases (before phrases were hardcoded to the direction you exited the room). It's used to say:
"Intruder Alert! Intruder Alert" when Evil Otto shows up
"Chicken" if you leave a room without killing all the robots
"Get the Humanoid" if you...


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sound effects

Posted by SpiceWare, in Frantic 29 August 2011 · 97 views

Added the sound routines along with a few cheesy sound effects. Will revise those later. I'm using only channel 1 due to the digitized sample support, which requires AUDV0 to be updated on just about every scan line (it's using a variation of DPC+'s 3-voice music routine). I have some ideas on how to work around this for users with an...






May 2012

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