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SpiceWare's Blog



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Speech prep finished

Posted by SpiceWare, in Frantic 24 March 2012 · 292 views

I've freed up enough RAM so I'll be able to add back in the speech routines. Part of it was freed up by changing the sprite variables from INT (4 bytes) to UNSIGNED CHAR (1 byte). The routines can handle 24 sprites, and there are 9 different values stored for each sprite (such as X, Y, Image ID, Animation Frame, etc), so the original RAM usage was...


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Big Otto

Posted by SpiceWare, in Frantic 19 March 2012 · 264 views

  • New look for diagonal shots.
  • Robot explosions back in place, utilizing the new 2x sprite feature.
  • Doors are back in place.
  • Special room objects for Frenzy (Left Difficulty = A) in place. Only Big Otto does anything at the moment.
  • Evil Otto can be killed in Frenzy variation. Still some work to be done on this feature.
Sleeping...


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Playable

Posted by SpiceWare, in Frantic 18 March 2012 · 290 views

While there's still a lot to be added back, such as animations, Otto, and explosions, Frantic is once again playable.

ROM


Source



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Shot driver rewritten

Posted by SpiceWare, in Frantic 17 March 2012 · 175 views

The shot driver has been rewritten to take advantage of the new kernel. It supports up to 6 shots by using 30 Hz flicker.


Vertical shots are now 5 pixels tall instead of 8. One of the things I discovered before the reboot was that you could shoot a robot on the other side of a horizontal wall because the shot was...


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Sprite driver rewritten

Posted by SpiceWare, in Frantic 16 March 2012 · 192 views

The sprite driver has been rewritten to work with the new kernel.

Left Difficulty A = Frenzy layout
Left Difficulty B = Berzerk Layout

Right Difficulty A = all possible robots
Right Difficulty B = normal randomized robot count





The display at the bottom is XXYYFF where X and Y is...


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Room generation back in place

Posted by SpiceWare, in Frantic 14 March 2012 · 211 views

The wall generation routines are back in place, as are the room shift routines. This is so the Playfield updates could be checked (it's really obvious when the room shifts left/right if one of the PFx updates is occuring at the wrong time).

Use the Left Difficulty switch to select Berzerk or Frenzy layout.

Use right joystick to change rooms.

Use...


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Test of new reposition routines

Posted by SpiceWare, in Frantic 12 March 2012 · 182 views

Added some code to test the new reposition routines. Move the joystick left/right to adjust the X position of player 0 and up/down for player 1. Hold fire to move slower.

The topmost copy of each player is positioned using the standard reposition routines so that I could confirm the results were correct. The...


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Reposition Player 0 routines done

Posted by SpiceWare, in Frantic 11 March 2012 · 203 views

The Reposition Player 0 routines have been rewritten. It now takes 5 scanlines to reposition player 0, plus an additional scan line to get back into sync with the main kernel loop. The player 0 graphics can start on the additional scan line, but a reposition of player 1 cannot be triggered on it as the BMI KernelEvent is what was...


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Reposition Player 1 routines done

Posted by SpiceWare, in Frantic 10 March 2012 · 187 views

The Reposition Player 1 routines have been rewritten. It now takes 4 scanlines to reposition player 1, plus an additional scan line to get back into sync with the main kernel loop. The player 1 graphics can start on the additional scan line, but a reposition of player 0 cannot be triggered on it as the BMI KernelEvent is what was...


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Frantic reboot?!?

Posted by SpiceWare, in jEdit, Frantic 06 March 2012 · 243 views

I was reviewing the source for Frantic this weekend and while I was going over the time-critical kernel loop:

KernelLoop: ; 70
lda #<DS_COLUP0 ; 2 72
sta WSYNC
KernelLoopNoWSYNC:
beq RepositionP0 ; 2 2
sta COLUP0 ; 3 5 - before 25
lda #<DS_COLUP1 ; 2 7
beq RepositionP1 ; 2 9
sta COLUP1 ; 3 12 - before 25
stx ENAM0 ; 3 15...






May 2012

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