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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b952d42427
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Some cleanup of some dead code for flea sounds.
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2020-12-22 23:43:17 -05:00 |
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Jeremy Rand
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b432cf654b
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Implement stereo sound. Sounds now come from the left or the right speaker depending on where the sound is coming from on the screen as much as possible.
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2020-12-22 23:40:21 -05:00 |
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Jeremy Rand
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d4d511ee4f
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Fix the bug where the "can shoot" indicator was sometimes not cleaned up. The real problem was that the mouseAddress was incorrect on the first frame of the next life. It still pointed to where the player died.
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2020-12-22 21:25:20 -05:00 |
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Jeremy Rand
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0dee9929a8
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Update the flea sound.
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2020-12-22 02:57:09 -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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2f3b04b306
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Fix typo in acknowledgements.
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2020-12-18 13:42:53 -05:00 |
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Jeremy Rand
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da6fbb2831
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Add Dagen to the acknowledgements.
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2020-12-18 13:41:14 -05:00 |
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Jeremy Rand
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4d2a96673d
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Add some more bugs to the list.
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2020-12-18 13:26:42 -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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763ce0626e
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Fix problem on real HW where the player will start the next level shooting if they died while shooting, regardless of the state of the mouse. It now ignores the first poll of the mouse at the start of a level to avoid stale poll information. Add some debug in the code for jumping to the head and body segment draw routines to confirm that the table offsets are sane. I have seen a crash which indicates that sometimes the offset is incorrect.
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2020-12-16 12:51:37 -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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622f0e5f9f
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Add an acknowledgement and a bug based on testing on real HW.
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2020-12-10 22:31:46 -05:00 |
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Jeremy Rand
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0136579125
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Disassociate sound resources from the generators they are connected with. Use multiple generators to play multiple shot sounds at the same time. It sounds weird but it kind of works.
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2020-12-10 21:55:13 -05:00 |
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Jeremy Rand
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bae931aaa6
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Add sounds for shooting, killing bugs, dying and resetting mushrooms after death. The shoot sound isn't great because it doesn't restart when rapid fire is happening but this is a start.
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2020-12-10 00:45:48 -05:00 |
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Jeremy Rand
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8b2e753b68
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Load the sounds at startup.
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2020-12-09 01:38:03 -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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1650e8e040
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Fix bug where slow head segments would not detect collisions with other segments and change direction.
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2020-12-04 00:32:42 -05:00 |
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Jeremy Rand
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7368281d58
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Fix a long standing bug I have ignored for too long. When adding centipede segments on the left or right, if there was a mushroom right where the segment was arriving, it would try to change direction even though it was still mostly off-screen. This lead to some very strange segment tracks that should never happen. I have added code to ignore blocking mushrooms and not change direction when the segment is partially off-screen.
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2020-12-02 23:51:06 -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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94c7e3f9e4
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Add some infrastructure to block the player from passing through mushrooms. The next step will be to code that algorithm. Also, added a build improvement to better handle assembly errors and pass them in to Xcode.
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2020-11-30 00:11:55 -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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34d16c9944
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Implement the code to compare and update the high score. Add a todo for a high score list with initials. Remove the border colour performance debug.
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2020-11-20 00:31:09 -05:00 |
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Jeremy Rand
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868f4a3199
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Fix a crash that would happen if the last centipede segment collided with the player. Both level and player code was trying to start the next level and the corrupted things badly. Now, the level code is always responsible for starting the next level. The player code only restarts a level when the player dies and doesn't finish the level.
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2020-11-19 23:45:23 -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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7d64340b5d
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Ignore offscreen collisions
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2020-11-17 23:43:28 -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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64f96896f7
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Add the ability to shoot. Detect shot collisions with mushrooms and shoot the mushrooms. Remove the ability to randomly shoot the mushrooms because that debug is no longer needed. Fix a bug where the number of infield mushrooms was not being updated for mushrooms which were shot until gone.
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2020-11-16 23:48:36 -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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51b047e58b
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Add some items to the todo. But this is by no means a complete list.
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2020-11-11 23:54:34 -05:00 |
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Jeremy Rand
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2abb57b1a5
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Add the code for detecting player collisions, exploding the player, decrementing the number of lives and maybe ending the game.
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2020-11-11 23:51:09 -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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c24b8ad072
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Change the spider score colour to be the same as mushroom colours so the player does not detect it as a collision. Add code to display the number of lives and add to the number of lives ever 12,000 points. This lays the groundwork for handling player death and collisions.
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2020-11-09 00:12:51 -05:00 |
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Jeremy Rand
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f58a831eb9
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Fix the bugs related to marking dirty tiles for the player. Everything seems to move smoothly now and works well at 2.8MHz. Next, I need to block the player from going over top of mushrooms.
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2020-11-05 01:54:12 -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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c45c3503d6
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This is the first step to getting rid of the tile.c file and replace it with generated assembly instead. And then I can add the extra data required to handle the player correctly.
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2020-11-03 00:11:22 -05:00 |
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Jeremy Rand
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7c0dc8ebb1
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Replace the call to the Toolbox with a raw read of the mouse from ADB registers to try to minimize the cost of mouse polling in the game loop.
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2020-11-01 22:50:10 -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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0fa9b45f45
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Rework the LHS side of the game screen to have some BuGS branding. Move the number of lives indicator to the left and add a player 1 and player 2 section.
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2020-10-27 23:59:06 -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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0dd8222611
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Add the code to handle restricting the spider to lower and lower rows as the score goes up. This is the final bit of game logic necessary for the bugs in the game I think.
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2020-10-26 22:32:46 -04:00 |
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Jeremy Rand
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123c3a48ef
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Add some comments about the spider score threshold yet to be implemented where it is restricted to a smaller and smaller space close to the player.
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2020-10-25 23:25:23 -04:00 |
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Jeremy Rand
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5a08aefab5
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Fix the code for setting the starting flea speed based on the score threshold.
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2020-10-25 23:19:31 -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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bb1cd9b7ba
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Remove the debug code to control the scorpion speed now that the logic is implemented for that.
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2020-10-23 00:25:00 -04:00 |
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