The Battle of Midway v0.08
Now that I've spent the last month emersing myself in Atari coding, I'm ready to take up development on The Battle of Midway again. Here's the current state of the game.Features:- Battleship displayed using asynchronous playfield.- Kernel supports both players, both missles, and ball. But it needs to be reworked.- Joystick control: left and right to rotate, down to drop a bomb, button to fire guns.- Sound FX: Engine speed based on angle of flight. Falling bomb whistle.Known Issues:- It's 256 scanlines. - The bomb only falls to the right. When this is updated, it will fall based on the momentum of the plane.- The kernel needs major work. The scanline wrap occurs onscreen for both player sprites, and it looks bad. I've learned a lot from working on the Stellar Fortress kernel, and I'll apply it to this game. I'll likely go to a 2LK, which will allow a variable height ball that I can use for anti-aircraft flak bursts.- There are artifacts in the ship section of the screen because the player sprites and missles aren't properly cleared.To Do:- Apply 16-bit physics engine to everything in the game.- Rework the ship display to see if I can use a reflective playfield. I had trouble with this in the past. But I know it works in Stellar Fortress, so hopefully I can make it work here. It will save RAM and many kernel cycles.- Add frame-sharing shots, so the player can have 2, and possibly 3 shots in the air at the same time.
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