moderntimes99, on Wed May 18, 2005 10:51 PM, said:
This is looking more and more impressive for every day. And is certainly *the* most important homebrew for the 2600 since Thrust. Shockwaves should be rippling through the whole retro gaming world...

Starting to see some rapid improvements now that the systems are reaching a refined stage. Here we can now see
some very complex gameplay and action. There have been some major changes for this version.
* The addition of a wall around the entire board area. This makes many movement routines simpler, as they don't have to bounds-check.
* Nobody noticed, but due to the oddities of '2600 graphics, the diamonds actually mirrored when they were in columns 2,3 and 7,8. In fact, *all* characters mirrored in these columns. Go back and look at earlier MPGs if you don't believe me. In any case, this is now an optional feature, and the new MPG has non-mirroring diamonds, soil and boulders. It looks much better, trust me!
* The score digits have been redone, and spacing is now pixel-perfect on the two 4xdigit scores. Again, thanks to Thomas Jentzsch for this bit of trickery. You can see the scores in action -- they are providing me some debugging information at the moment.
* Some of the graphics have been improved -- in addition to the wall, the slime is reworked. Graphics are likely to change as the game is refined.
* There is one less row on the screen. Available processing time is scarce, and this helps me just that little bit. I will be aiming to put it back when I can get a chance to optimise -- again!
Well, that's about it. I'm really stoked about how it is looking right now. I have a couple of well-defined bugs; I should tackle those tomorrow. And after that I have a long list of things to work on. The show isn't that far away, but I'll definitely have something worth coming to see.
Cheers
A