Jeremy Rand
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701d9fd312
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Add some infrastructure to be able to test networking code from within the emulator.
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2021-05-20 23:49:14 -04:00 |
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Jeremy Rand
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c3302102d7
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Update the readme with some more feedback about trackballs.
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2021-03-25 17:03:38 -04:00 |
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Jeremy Rand
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20b2b6b6af
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Fix a typo in the readme.
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2021-02-16 01:38:52 -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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a890cc8212
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Bump the version. Fix the download URL resource. Fix a typo in the readme file.
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2021-02-09 23:10:37 -05:00 |
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Jeremy Rand
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b87d3e8870
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Update the version information and add a readme to the distribution.
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2021-02-09 01:01:11 -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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94738ca54c
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Change the template BuGS.2mg disk image so that the BuGS executable is clearly visible in the finder window.
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2021-01-26 23:16:37 -05:00 |
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Jeremy Rand
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0d681e3571
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Move more sounds to the new modify and verify method of writing to the DOC.
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2021-01-22 00:52:41 -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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1cd4ccea3a
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Start work on supporting two player games. When the user starts a two player game now, two scores are initialized and the number of lives of the two players are independently tracked. Also, all of the score code has been updated to increment the player one or player two score correct. Still need to implement the logic to save the game state per player and switch between the players on each death.
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2021-01-06 23:27:51 -05:00 |
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Jeremy Rand
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e2e4da9e37
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Modify the build to also put a copy of the disk image on my webserver so it is easy to get onto my real GS for testing.
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2021-01-05 22:43:00 -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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acfb7bec13
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Add the new icon from fatdog.
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2020-12-28 00:48:49 -05:00 |
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Jeremy Rand
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929343aead
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Add a bug for the muddy sound on real HW.
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2020-12-25 01:19:19 -05:00 |
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Jeremy Rand
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917c5b97f0
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Also change the volume to 0 for looping sounds which are to be stopped.
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2020-12-25 00:38:58 -05:00 |
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Jeremy Rand
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d65a4ca307
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Fix the high pitched sound at the end of the flea sound. It was an off by one leading to an extra frequency being played.
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2020-12-24 00:02:41 -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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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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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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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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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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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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6c3b8398a8
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Add the code to start a game and iterate through levels. We don't detect the end of a level yet though.
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2020-10-19 23:34:08 -04:00 |
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Jeremy Rand
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04d2e74f15
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Add the data about the different levels from a centipede segment perspective.
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2020-10-17 16:36:12 -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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74a21db9e0
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Change the starting position so we get a collision right away.
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2020-09-24 23:19:43 -04:00 |
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Jeremy Rand
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766eaf6273
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Add the code to detect segment collisions and change direction if a head is colliding with another head or body segment.
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2020-09-24 23:17:39 -04:00 |
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Jeremy Rand
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a9f62257f9
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Reverse the order in which segments are added in memory and add some data for tracking the tiles occupied by segments. This will allow for segment collision detection next.
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2020-09-23 23:04:05 -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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03466f8847
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Add code to allow a centipede and all its body segments to scroll in at the top of the screen at slow speed. Need to do the same for fast speed.
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2020-09-13 15:18:18 -04:00 |
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Jeremy Rand
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ab5f5c6299
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Fix bug in code that looks for the edge of the screen which was comparing by tile number, not tile offset.
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2020-09-11 00:25:41 -04:00 |
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Jeremy Rand
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36617cbf9d
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Lay some more groundwork for animating centipede segments. We now have an array of 96 (97 actually) entries which describe the position of the segment now or in the past. By keeping past information, body segments which follow head segments will take no calculation to update. We just have to animate head segments and body segments will follow them 8 pixels behind automatically.
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2020-09-07 22:35:32 -04:00 |
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Jeremy Rand
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f5d1aa9ee6
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Improve the performance of the centipede segment draw function.
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2020-09-06 02:05:33 -04:00 |
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Jeremy Rand
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07f8df4b4f
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Draw the scorpion once we are sure the beam has past it on the screen for the previous frame. Adjust the wait for VBL look to look for less than scan line 200 rather than scan line 0. That way, we shouldn't get a frame glitch at 2.8MHz any more.
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2020-09-06 01:54:47 -04:00 |
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Jeremy Rand
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df56cdecf1
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Add the ability to display head segments of the centipede. Body segments is not working yet.
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2020-08-27 23:36:16 -04:00 |
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Jeremy Rand
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a9810ecb75
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Well, it launches, clears the screen, waits for a key and then quits. But it is a start.
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2020-06-10 23:51:53 -04:00 |
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Jeremy Rand
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dbe7e7ad3f
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Initial Commit
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2020-06-10 21:47:00 -04:00 |
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