Compare commits

...

3 Commits

Author SHA1 Message Date
blondie7575 5c9e8b47db ReadMe updated with screenshots 2024-04-07 15:37:34 -07:00
blondie7575 23f53e0e93 Image test 2024-04-07 15:36:36 -07:00
blondie7575 9e5e4b2a96 Add screenshots for ReadMe 2024-04-07 15:32:46 -07:00
4 changed files with 6 additions and 1 deletions

View File

@ -1,5 +1,7 @@
# Cat Fight
![Screenshot](Screenshot1.png)
## Introduction
This is a simple game in the style of Apple II Artilley, Scorched Earth, or Worms but with cats and nobody gets hurt. The goal is simply to make the other cat so angry that they pee themselves (based on the true story of Tinker and Sprocket's first encounter).
@ -8,11 +10,14 @@ This was written as an exercise for me to learn the fundamentals of Apple IIgs g
If nothing else, I do think this project serves as a solid starting point for anyone interested in writing GS games. The basics are all here- an art pipeline with compiled sprites, a VBL-synced game loop, input handling, fonts, animation system, and sound. All the things you need on a GS, and all things that are hard on the GS. I'll describe these systems in more detail below.
![Screenshot](Screenshot2.png)
## Running The Game
The included 800k disk image should load fine in any emulator or on real hardware. It should run on any GS with 512k or more of RAM, and no acceleration is required. The game runs of ProDOS 8 and can in theory be copied to a hard drive, but at the moment the volume name is hardcoded in the loader. Sorry, it's lame, I know. The image boots Bitsy Bye, and the game is called CATFIGHT. Run that and enjoy spitting at your opponent all the live long day.
![Screenshot](Screenshot3.png)
## Acknowledgements
@ -97,7 +102,7 @@ The sound bank (SOUNDBANK) is a 64k file that is already in the internal format
I did my best to make this sufficiently bug free to play. I'm not aware of any open bugs. If there are any, they will mostly likely be rendering artifacts. For example, you might see half a floating cat head or a stray crosshair when the map scrolls. That sort of thing. The sprite rendering is admitedly not very robust, and doesn't handle overlaps well. I fixed all the cases I could find, but I would not be surprised if there are others.
There was originally a nifty border effect on the title screen where the terrain extends into the border. This works perfectly on all emulators but is horribly unstable on real hardware for reasons I have not yet figured out. It's disabled in the current version until I figure it out. Just imagine how cool it is, and wonder with me about why GS emulators are all so approximate.
There was originally a nifty border effect on the title screen where the terrain extends into the border. It's commented out because while it was stable on emulators, GS emulators are entirely too forgiving on things like scanline interrupts. The code I wrote isn't correct for reasons that we sussed out through a long discussion on the Apple II Slack. The short version is that my fast rendering code disables and re-enables interrupts blindly, rather that properly preserving the interrupt state of the machine with PHP/PLP. This causes occasional unhandled interrupts which accumulate in ProDOS 8, which is the last line of defence since I boot into that for this game. Once 255 of those interrupts accumulate, the machine falls over. Emulators let this slide. However, since it's unstable on real hardware, I have removed it.
The game may or may not actually be fun. It has had no playtesting or balancing work done. After seven years of working on this, I decided I just needed to finish it and it is what it is. It will not start some new revolution of retro-gaming enthusiasm on the GS.

BIN
Screenshot1.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 299 KiB

BIN
Screenshot2.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 295 KiB

BIN
Screenshot3.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 294 KiB