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__
One more step and he's toast. Note: there's a lot of flicker in ROM A as the 2x sprites can only be drawn using player 1.

revised the robot collision routines so they won't run into each other, or the walls, in the Frenzy variation.

The collision routines also correctly detect the flickering walls. In prior builds you could shoot thru, and even safely touch, some of the flickering blocks.
2x ROM
frantic_harmony_20110912a.bin (32K)
downloads: 13
smarter ROM
frantic_harmony_20110912b.bin (32K)
downloads: 10
Source
Frantic20110912.zip (627.3K)
downloads: 17
const unsigned char double_nybble[] = { 0x00, 0x03, 0x0C, 0x0F,
0x30, 0x33, 0x3C, 0x3F,
0xC0, 0xC3, 0xCC, 0xCF,
0xF0, 0xF3, 0xFC, 0xFF};
int DoubleBits(int bits)
{
return (double_nybble[(bits & 0xf0) >> 4] << 8) + double_nybble[bits & 0x0f];
}
One more step and he's toast. Note: there's a lot of flicker in ROM A as the 2x sprites can only be drawn using player 1.
revised the robot collision routines so they won't run into each other, or the walls, in the Frenzy variation.
The collision routines also correctly detect the flickering walls. In prior builds you could shoot thru, and even safely touch, some of the flickering blocks.
2x ROM
frantic_harmony_20110912a.bin (32K)
downloads: 13
smarter ROM
frantic_harmony_20110912b.bin (32K)
downloads: 10
Source
Frantic20110912.zip (627.3K)
downloads: 17



Create a custom theme






