Coastal Chaos V0.05
Blog is not dead which can eternal lie. My blog has been dormant for over 6 months, but I'm finally doing more Atari development.
Incoming!
Use the fire button to fire the cannon.
Features:
cchaos03
- Added on-screen positioning of both ship sprites.
- HMOVE every line to prevent comb-effect.
- Reduced size of island by removing 6th row of castle.
cchaos04
- Added demo cannon ball in ball graphics that moves down middle of screen.
- Implemented pseudo 3D cannonball effect by making the ball larger as it flies higher.
- Split main kernel into left-side and right side, based on ShipX. Only right side is implemented.
cchaos05
- Cleaned up ship display to properly align both sprites. (Or so I thought. See issues below.)
- Added sound engine, splash sound, and cannon fire sound.
- Added Joystick button support.
- Added preliminary AI to move the pirate ship.
To Do:
- Add cannon rotation angles.
- Add cannonball trajectory angles.
- Add whistle when cannonball is falling (similar to bomb sound in The Battle of Midway.)
- Design a 3D physics engine to properly calculate the x,y, and z coordinates of the cannon ball.
Known Issues:
- The cannon ball starts well below the cannon. I need to update the coastal rendering kernel to support the cannon ball. Also, 2 scanlines of ocean are used to position the ship. This needs to also support the cannonball. It may require 2 different kernels; one when the ship is on the left side of the screen, and one when the ship is on the right.
- I've run into a major issue with the emulators. The display is different between Z26V2.13 and Stella 2.3.5. The game runs as expected in Stella. In Z26, the second player sprite, used to draw the cannons and sails on the pirate ship, doesn't align correctly with the bottom of the ship. Normally I would try to clean this up before posting, but I figured it would be more useful to the Atari community to demonstrate a clear emulation discrepancy between these two emulator versions. I'd also be interested to know which one is "right", as in which one matches the actual hardware.
Development Notes:
Another thing I'm wondering about is how to properly read the scanline count in Stella. It starts on scanline "0", and when I press the back-tick to pause the game, it says it's on scanline 261. Does this mean there are 262 scanlines? When I run with -n in Z26 (the only reason I use Z26, other than to cross check against another emu,) Z26 says there are only 261 scanlines.
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