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He shoots, he scores


SpiceWare

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Ever have an earworm? I've got the same thing happening with Space Rocks, and because of that you now have something that's somewhat playable :D

  • fixed the occasional graphic glitch that showed just above the score
  • improved HMOVE shift routines for large asteroid
  • collision detection routines updated to handle HMOVE shifted sprites
  • asteroid colors revised. Colors should vary over the levels, as should luminance. Colors increment by $30 for each asteroid so there will be a variety of colors on both NTSC and PAL.
  • asteroids can move in 16 different directions at 16 different speeds. Max speed is based on the level. Initial wave has speeds 1-4, second wave 1-5, third 1-6 and so on.
  • ship can shoot
  • shots can score
  • ship rotates, thrust not yet in place
  • game ends when you get hit
  • 2 second delay between clearing out a screen and the appearance of the next wave

How do the colors look? I currently limit the luminance from 4-11 as I noticed on my 1084S that less than 4 was too dark and greater than 11 exaggerated the flicker.

 

I need to adjust the motion tables to compensate for pixel size. Notice how close the shots are at the edge of the screen when you shoot due east/west and 1 click off that vs how far apart they are for due north/south and 1 click off that. Same adjustment needs to be done for asteroids as when they move at the leftmost or rightmost directions at their slowest speed they can hang out off-screen in the wrap zone for a bit.

 

Right Difficulty = B for "vector" asteroids

blogentry-3056-0-48177900-1335133928_thumb.png

 

Right Difficulty = A for solid asteroids

blogentry-3056-0-06091700-1335133933_thumb.png

 

ROM

spacerocks20120422.bin

 

Source

spacerocks20120422.zip

3 Comments


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It looks great - you must have a lot of free time at the moment!

 

One trick that I use in Star Castle (and Thomas used in Thrust) is to nudge the ship position as it rotates so that it moves around the centre or rotation (rather than rotating within the 8x8 grid). This makes the rotation look a bit smoother.

 

Chris

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Thanks - maybe a little more than normal as we had some rain last week so I wasn't able to take my usual nightly bike ride (I usually ride about an hour every night, except for the night I do yard work). I think C code also comes together quicker than 6502 assembly, especially when most of the routines I've done so far were already written for Frantic and only needed tweaking (like HMOVE shifting) for this.

 

Good idea - in Frantic I adjust the right-moving robot's X position for the same reason. Currently there's 16 rotation images, I'm thinking about doubling that when it comes time for the graphics.

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32 rotation angles definitely would be a big plus. I've gotten used to it on Star Castle now, so other games seem downright chunky by comparison.

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