Commit Graph

36 Commits

Author SHA1 Message Date
Vince Weaver 4acb1d16c8 snes: better enemy movement 2013-02-06 01:18:55 -05:00
Vince Weaver da4593e688 snes: enemies are moving!
problem was I was letting cc65 place the BSS and it was sticking
it at $2000 which is reserved for PPU registers
2013-02-06 01:11:03 -05:00
Vince Weaver 58178b95cd snes: use Y*4 in many cases instead of Y
this in theory trades off lots of shifting for a few increments
it does make the code a bit more confusing
2013-02-06 00:32:06 -05:00
Vince Weaver a6a8904c1c snes: another step closer to moving enemies 2013-02-05 23:31:53 -05:00
Vince Weaver b99f48b7d5 snes: finish init enemies
in theory they are all set up now.
Next to get them moving
2013-02-05 16:48:29 -05:00
Vince Weaver 5d0d665f1f snes: now iterate all enemies at creation 2013-02-05 16:24:10 -05:00
Vince Weaver 41c2eef853 snes: finish commenting svmwgraph code 2013-02-05 16:16:43 -05:00
Vince Weaver 5e938abc53 snes: make activate sprite 16-bit accumulator clean
now things are working again
2013-02-05 16:13:35 -05:00
Vince Weaver b61b08fa60 snes: validate all rep/sep setting register size
URGH I hate how they did this, and it would be nicer if it
had a better mnemonic.  I guess I could redefine myself.

anyway all of them should be proper now
2013-02-05 16:07:02 -05:00
Vince Weaver 5f10b61fa8 snes: attempt to fix issue when top of B/A is not zero
Still not working
2013-02-05 15:56:47 -05:00
Vince Weaver 0711e7fffd snes: work on enemies some more
in theory now we are selecting one of 8 types
2013-02-05 15:25:32 -05:00
Vince Weaver ef8a171a8b snes: actually use enemy sprites for the enemy
the enemy still doesn't move
2013-01-31 16:30:23 -05:00
Vince Weaver 05c7b4b101 snes: add more enemy sprites
so we can use them as actual enemies
2013-01-31 16:17:41 -05:00
Vince Weaver 4cf2b11b4a snes: start of activating enemy code
they sort of appear in the corner, using existing sprites
2013-01-30 22:30:02 -05:00
Vince Weaver 889515f2c5 snes: missiles die when off end of screen 2013-01-30 01:29:14 -05:00
Vince Weaver 131b79cabf snes: firing missiles sort of works
they wrap around top of screen so you can never fire more than 2 total.
It's a start though.
2013-01-30 01:16:17 -05:00
Vince Weaver b35021a073 snes: more work on missile sprite movement 2013-01-29 17:05:01 -05:00
Vince Weaver 72ea76cfa9 snes: missile firing is getting there
at least when you press 'A' a missile appears
2013-01-26 00:25:12 -05:00
Vince Weaver 8234ea622d snes: have traditional TB1 left/right motion working 2013-01-25 23:42:46 -05:00
Vince Weaver 4b90003796 snes: comment out most of the 6502 engine
will gradually add it back in
2013-01-25 23:01:31 -05:00
Vince Weaver bd21fcabaf snes: merge in game engine from Apple II port
we'll see how that goes
2013-01-25 21:53:50 -05:00
Vince Weaver e9aa81ccda snes: make star scrolling wrap properly 2013-01-25 17:37:24 -05:00
Vince Weaver 0ee9573daa snes: have level_1 load the star background 2013-01-25 17:21:10 -05:00
Vince Weaver 60997734cb snes: make pcx_to_compressed_tilemap take palette argument 2013-01-25 17:20:47 -05:00
Vince Weaver 81e592bd31 snes: star background
add star background graphic.
I'm not sure if I like how it turned out, but it will do for now.
2013-01-25 17:20:17 -05:00
Vince Weaver 6d9412fdae snes: can now move ship left/right 2013-01-25 00:38:08 -05:00
Vince Weaver db9e66cc86 snes: add wait_until_keypressed routine 2013-01-24 23:18:08 -05:00
Vince Weaver 4bba2a0fd5 snes: display rudimentary level 1
also fix some issues with opening and fading and title screen
zsnes hides a multitude of sins
2013-01-24 00:04:24 -05:00
Vince Weaver 355b4cc539 snes: add fade in/fade out routines 2013-01-23 16:09:18 -05:00
Vince Weaver 16fd44d0ae snes: cleanup the opening screen code a bit
Some other misc minor cleanups.
2013-01-23 12:00:55 -05:00
Vince Weaver 4941aa8cc9 snes: use common DMA loading routines
This makes loading the compressed tilemaps a bit more streamlined.
2013-01-22 17:40:04 -05:00
Vince Weaver 011aeb54cc snes: added generic palette load function
Uses DMA
2013-01-22 16:23:11 -05:00
Vince Weaver f217ef0d41 snes: make opening logo compressed
had to make the image full-screen width again
this makes the display not work right, known problem
2013-01-22 16:22:26 -05:00
Vince Weaver d798e031eb snes: make pcx_to_compressed_tilemap_8bpp.c generic
It should now work for 4bpp tiles too
2013-01-22 15:30:19 -05:00
Vince Weaver 7e6e1203a2 snes: add level1 background graphic
still not sure I like everything about it
2013-01-22 11:37:50 -05:00
Vince Weaver dbaf404ec3 snes: rename tb_snes to tb1_snes
I kept typing it wrong anyway, and hey, git makes rename easy
2013-01-22 09:53:01 -05:00