Explosions
- preliminary explosion sequence
- asteroids, mines and enemy ships are deadly to touch
- station shots are deadly
- Player Lost a Life routine
- added a buffer space around the ships spawn point so asteroids/mines aren't placed next, or even on, the ship.
Collision routines don't support quad sized sprites yet, so flying thru a station won't kill you (their shots on the other hand...)
The new buffer space around the spawn point increased the odds of there being screen jitter or roll when a level is initialized. I plan to revise the way the routines work so that the level init is run mid-screen like I do in Stay Frosty 2.
In Stay Frosty 2 I originally used RLE to compress 2328 bytes of level data down to 1524. Thomas Jentzsch worked up Huffman coding routines which got that down to 959 bytes*, but the decompression routines took longer which caused jitter when starting some levels. I ended up changing it so that instead of decompressing during Over Scan it would decompress mid-screen. For testing I changed the background color so you could see how long it took:
Level 1 - the white scanlines below the horizon is how long the decompression took to run
Level 11 - longer
Level 31 - longest
ROM
Source
*The savings were used to add the branch object and additional unique levels (some levels reuse previous layouts).
Edit: Station Collision Images
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