- push up for thrust - these are preliminary routines, so yes, they need some fine tuning
- pull back for hyperspace - you'll vanish for a second and reappear elsewhere
- fixed a bug that could cause a piece of a just-split asteroid to be invisible for 4.2 seconds - and yes, it could still collide with you
- noticed that the ball was black - it's now white and the shots show up much better than before
- redid the movement tables to compensate for the pixel size.
For the movement tables, I started off with the knowledge that an 800x600 display uses square pixels on a 4:3 display.
(800 / 600) * (3 / 4) = 1
The Atari's display is 160x200
(160 / 200) * (3 / 4) = 0.6
Based on that, I multiplied all the X table values by 0.6.
I've noticed an occasional sprite glitch where an asteroid change it's X position for a frame or two and then jump right back to where it's supposed to be. I've only noticed it in the top-left corner of the screen - let me know if you notice it happening anywhere else as that'll help me to narrow down where the bug is.
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