- fixed flipped DEMO message
- Modified music during knight sequence
- added a very rough-draft "knight chase off" sequence
- I think 6 of the 16 in game animation sequences are finished (0, 2, 4, 6, 7 and 12)
0 launch up-right & leave left 8 variation of 0 1 launch down-right & leave left 9 variation of 1 2 launch up-left & leave right 10 variation of 2 3 launch down-left & leave right 11 variation of 3 4 from left stop mid-screen for launch up 12 from right stop mid-screen for launch up 5 from left stop mid-screen for launch down 13 from right stop mid-screen for launch down 6 cross screen 14 chase-off from right, stop mid-screen for launch up 7 variation of 6 15 chase-off from right, stop mid-screen for launch down
I only have a nybble to store the current sequence, so there can only be 16 total sequences. Another limitation is a given sequence can only move in 1 direction across the screen, so the shortest launch animation would take 2 sequences(example: sequence 4 followed by either 0 or 8 ).
The sequences are numbered so I can use a single bit to easily pick between variations. The last bit normally selects between up or down of launches(exception is in 6 & 7). Each launch direction has 2 animation sequences - the first bit is used to select between them.
My routines support 4 speeds of motion: 0, 1/4, 1/2 and 1. During the chase-off sequences(14 and 15) the 1's are treated as 2's for a faster arrival to make the chase more interesting.
The easter egg sequence is seperate, and not yet coded.
Attached Files
-
Medieval_Mayhem.zip (140.73K)
downloads: 110 -
mm20061203NTSC.bin (32K)
downloads: 131 -
mm20061203PAL.bin (32K)
downloads: 122



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