apple2048/README.md

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2014-07-25 20:24:41 +00:00
Apple2048
==========
This is an implementation of the game "2048" for the Apple // series. It
requires an enhanced Apple //e, Apple //c or Apple //gs. The binary is a
ProDOS system file.
Instructions about how to play are displayed on launch. You can bring up the
instructions at any time by pressing the 'h' key.
![Apple2048 Screenshot](/apple2048.png "Apple2048 Screenshot")
[Download a disk image](https://github.com/jeremysrand/apple2048/releases/download/v1.0.1/apple2048-boot.dsk)
2014-07-25 20:24:41 +00:00
Implementation Notes:
=====================
The game logic is in game.c and I believe it reproduces the basic behaviours of
existing 2048 implementations. The code for animating tiles is mostly still
written in C in anim.c and is messy. There are lots of opportunities to
improve performance in animations.
The way animations work is:
* Text page one is copied to text page two.
* Text page two is displayed.
* The next frame is prepared on text page one.
* Text page one is displayed
* Repeat all of the above for the next frame.
The copying of page one to page two is implemented in assembly. There is a
problem with using text page two. The Apple //GS has a "bug" where shadowing
of text page two from bank $00 to bank $E0 is not implemented. This lead to
the creation of the "Alternate Display Mode" CDA which did this shadowing in
software at a performance cost. Because I am using page two, early versions
required "Alternate Display Mode" to be on.
But, I worked around this in software. At startup, the code detects if it is
running on a GS. If so, it choses to use a different implementation of the
assembly routine to copy from page one to page two. This implementation
switches to native 16-bit mode and does a copy from $000400 (text page one)
to $E00800 (text page two) right into the $E0 bank. This avoids the need for
shadowing $00 to $E0 and it now works as expected on a GS even with "Alternate
Display Mode" off.
Possible Improvements:
======================
* Make the animation code not suck so much.
* Optimize the tile drawing code
* Wait for the VBL interval before switching text pages to avoid any tearing.