Jeremy Rand
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dfcf6a66b6
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Turns out I only have fixed the "magically appearing mushroom" bug. I fixed it for slow moving centipedes coming on screen but there was a second case of the same problem for fast moving centipedes. So fix that now also. Bump the version number to 1.0.1. I will do a patch update at some point but I don't think this bug deserves pushing out a quick release update. It is an annoying minor bug at most.
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2021-03-03 22:20:22 -05:00 |
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Jeremy Rand
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cb47d1ff0d
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Update the TODO with information about running on System 5.
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2021-02-24 22:45:56 -05:00 |
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Jeremy Rand
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34d5523c19
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Add a new TODO to try to fit a bootable image on a single 800K disk.
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2021-02-24 17:14:51 -05:00 |
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Jeremy Rand
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bbe4bd7c6a
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Version 1.0 is released!
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2021-02-16 23:36:06 -05:00 |
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Jeremy Rand
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d7bfef38b7
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Update the project readme.
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2021-02-14 16:45:42 -05:00 |
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Jeremy Rand
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0e1e35c7cb
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Lots of updates to the readme. Add some bars along the left and the right to delineate the play area.
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2021-02-12 17:31:30 -05:00 |
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Jeremy Rand
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c0b76e46bc
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Add the icon into the resources so if the Icon folder isn't copied, the icon of the application will be preserved in the resources. Start to add some of the resources to support Versions updates.
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2021-02-05 00:14:24 -05:00 |
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Jeremy Rand
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e213cc918b
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Fix the last known bug. The "Game Over" screen is now shown when the first of the two players in a two player game runs out of lives.
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2021-02-01 22:31:53 -05:00 |
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Jeremy Rand
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f6ecb9bf65
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Add some comments about my testing at 50Hz and add a new bug for the lack of a "GAME OVER PLAYER #" message in a two player game.
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2021-01-27 23:28:06 -05:00 |
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Jeremy Rand
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13f8602048
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Finish changing the sound code to adopt the new method for modifying registers.
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2021-01-23 11:39:01 -05:00 |
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Jeremy Rand
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a4a4b9ae4d
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Start to change the sound code to wait for the doc to be free and to write and then read to verify that the register write succeeded or try again. That seems to cleanup the sound on real HW. I have only done this for the bonus and the firing sound but probably all register writes should be done this way.
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2021-01-22 00:34:07 -05:00 |
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Jeremy Rand
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3a77ba1367
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Add the source wav files that I used for the sound samples and add a script which I used to convert them to a raw format that can be played on the GS. That should make it easier to modify the sounds if necessary in the future. Converting the sounds from wav to raw is not part of the build. The raw files themselves are committed in the repository although the build could be changed to generate the raw sounds at build time.
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2021-01-18 00:34:50 -05:00 |
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Jeremy Rand
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678a9ee104
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Add code to keep track of two separate screens of mushrooms for player 1 and player 2.
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2021-01-17 14:51:36 -05:00 |
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Jeremy Rand
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384a9ea233
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Make more globals per player and index into them with the player number at game time.
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2021-01-10 23:17:05 -05:00 |
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Jeremy Rand
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4700bd9cff
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Fix a bug where the collision and collisionAddr writes went to the wrong bank, leading to memory corruption and crashes.
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2021-01-06 22:21:31 -05:00 |
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Jeremy Rand
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b8ab0d80aa
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Change the build to put the executable into a 800k disk image and have a separate boot image. This will make it easier to distribute because the 800k disk image is the release. Bump the version to 0.9.1.
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2021-01-04 22:34:45 -05:00 |
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Jeremy Rand
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4d6f8d39f1
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Change the prompt when the stereo channels are swapped so the user gets some feedback. Display the high score list. Still need to add the code to update the high score list.
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2020-12-30 23:10:22 -05:00 |
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Jeremy Rand
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ea49a5d11c
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Add the scorpion sounds.
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2020-12-23 14:54:17 -05:00 |
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Jeremy Rand
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d962e98368
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Add the flea sound.
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2020-12-22 01:00:10 -05:00 |
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Jeremy Rand
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32aee75462
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Add the segment, spider and extra life sounds. Add some more information about the mysterious crash.
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2020-12-18 00:50:01 -05:00 |
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Jeremy Rand
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ec1eb7cc0e
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Directly control the Ensoniq sound chip by writing to its registers to play sounds rather than using the free form synthesizer functions in the sound toolbox.
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2020-12-17 00:35:56 -05:00 |
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Jeremy Rand
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d201f80c3b
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Move the sound code into a gameSound.s file. This is the first step towards going around the sound toolset for playing sounds.
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2020-12-16 12:00:56 -05:00 |
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Jeremy Rand
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42585898a4
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Rename tileData.pl to genData.pl because we are generating more than just tile data now.
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2020-12-08 00:28:04 -05:00 |
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Jeremy Rand
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73458254e5
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Add an acknowledgements file and fill in some information but I need to go through and make sure more people are recognized for their support. Add some raw sounds and include them as resources in the binary.
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2020-12-08 00:23:42 -05:00 |
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Jeremy Rand
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8c40086e03
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Add the code to prevent the player from passing through a mushroom.
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2020-12-01 23:37:17 -05:00 |
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Jeremy Rand
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ae8dde2d87
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Add the ability to use mame as the GS emulator. The mouse works better under mame than GSPlus for this game. For now, I have both options in the launchEmulator script with one of them commented out. It would be good to put this into the base Makefile infrastructure so mame could be selected as the emulator to use.
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2020-11-27 02:19:31 -05:00 |
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Jeremy Rand
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5258e79176
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Add the code to reset the mushrooms after death.
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2020-11-24 23:44:50 -05:00 |
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Jeremy Rand
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7264cf907d
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Clamp mouse movement to a max of 8 pixels per frame. Add some code which will become the "refresh the mushrooms after death" implementation.
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2020-11-24 22:59:08 -05:00 |
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Jeremy Rand
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fd40c12d31
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Explode a bug when it crashes into the player. When the last segment collides with the player, go onto the next level.
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2020-11-18 23:36:01 -05:00 |
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Jeremy Rand
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520aaa5a34
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Add collision detection for all of the bug types. Remove the debug code for shooting bugs. It is almost a functional game now!
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2020-11-17 22:53:30 -05:00 |
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Jeremy Rand
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4e6bad0ae7
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Start adding the code for supporting shooting.
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2020-11-16 00:14:08 -05:00 |
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Jeremy Rand
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6e49c4c483
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Add sprites for ship explosions which are different from the other explosions.
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2020-11-10 00:07:10 -05:00 |
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Jeremy Rand
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edcddc0bd8
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This build has the player moving in X and Y directions and with cleaner handling of the dirty tile to remove the inefficiencies. The good news is that there is no longer any performance problem at 2.8 MHz now that the inefficient dirty tile handling has been removed. The bad news is that they player leaves garbage behind indicating some kind of problem with dirty tile marking. But it is close.
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2020-11-05 00:21:46 -05:00 |
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Jeremy Rand
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bb66ef4b03
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Replace the C code which built tables at game launch time with a script which generates these tables at build time. This reduces the start time of the application and saves code space and is a necessary step before adding some new tables to handle the mouse efficiently.
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2020-11-04 22:48:18 -05:00 |
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Jeremy Rand
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4e500c6f38
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Start adding some mouse code and display a player on the bottom row of tiles only for now. No collision detection hooked up and it is terribly inefficient but it seems to work.
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2020-10-28 23:46:32 -04:00 |
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Jeremy Rand
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62fcc82790
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Add the code to shoot mushrooms and hook up a debug routine to shoot random mushrooms.
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2020-10-26 23:26:12 -04:00 |
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Jeremy Rand
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96a6b6f51f
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Implement the code to add the flea at the right time. This includes tracking the score in multiples of 20,000 and adjusting the number of mushrooms required in the infield before a flea will appear. Simplify the other score based thresholds which are based on multiples of 20,000 to use this test. Add debug which allows me to add 20,000 to the score whenever I want so I can test these thresholds more easily.
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2020-10-25 23:11:11 -04:00 |
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Jeremy Rand
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9a34532d77
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Implement the code to add spiders to the game. From my testing, it looks like 2 seconds after a spider leaves the game (either shot or off the screen), another one is added. Also, once the score is about 5000, the spiders added will be fast. The only spider behaviour I know of which is so far not implemented is as the player reaches higher levels, the spider constrains itself closer and closer to the bottom of the screen.
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2020-10-22 00:00:16 -04:00 |
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Jeremy Rand
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a1b4013e1c
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Hook up the score. Shooting fleas, spiders, scorpions or segments will increase the score. We track the score in two ways. One is just as a 32-bit unsigned integer for doing numeric comparisons on the score (say to the high score list to be implemented in the future) and secondly as a series of numeric digits displayed in a tile. Both are updated.
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2020-10-13 23:24:15 -04:00 |
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Jeremy Rand
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b85000b4ed
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Start adding the infrastructure for levels and score.
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2020-10-13 00:09:37 -04:00 |
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Jeremy Rand
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a7d1db68e2
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Add the code to add head segments once the centipede reaches the bottom of the screen.
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2020-10-08 23:59:34 -04:00 |
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Jeremy Rand
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eb418fb1c4
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Add the ability to shoot centipede segments.
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2020-10-02 14:50:14 -04:00 |
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Jeremy Rand
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1dfbe8156a
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Add support for having both fast and slow centipedes in play at the same time.
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2020-09-21 22:57:06 -04:00 |
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Jeremy Rand
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c4902f486b
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Add some global data to have a bit mask of tiles which contain a centipede segment. This will allow the update code to figure out if centipede segments are colliding and if so, change direction. Still need to write some codegen for this global constant data rather than building it at runtime in C.
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2020-09-20 22:22:58 -04:00 |
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Jeremy Rand
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7d7afc908d
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Use macros to reduce the copy/pasted code for marking tiles as dirty. Rough out the support for body and head segments.
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2020-07-30 23:34:48 -04:00 |
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Jeremy Rand
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bf01c47285
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Getting close to having the spider fully implemented...
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2020-07-26 00:05:32 -04:00 |
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Jeremy Rand
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aa2e5408da
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Some code for adding a spider on the LHS.
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2020-07-24 14:42:03 -04:00 |
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Jeremy Rand
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4f74d630b9
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Start coding support for the spider. Also, try to show the performance of the main game loop in the border colour.
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2020-07-23 23:41:12 -04:00 |
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Jeremy Rand
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c614164c14
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Add code to get scorpions animating to the left. Lots of cleanup, adding a global data section that also has important global constants.
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2020-07-21 21:47:50 -04:00 |
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Jeremy Rand
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1ccdb1d0b6
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Start to get scorpion support into the game.
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2020-07-20 23:04:27 -04:00 |
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