Squishy
THINGS ARE MOVING ALONG, though my self-imposed deadlines are looming and looking more and more unrealistic the closer they get!
Unsurprisingly. I'll keep plugging away, though, and we'll see what happens.
The Latest!
Big changes:
-Scrolling now works, though the kernel isn't completely tightened up yet.
-Randomly generating girders, monster colors and positions.
-Moving monsters.
-Player movement constrained. Now pressing up scrolls the screen, down does nothing.
-Matching up things to the original: starting location of player is correct. Brick falls at correct speed (and speeds up to fall at same relative rate when you are climbing). Monsters "fade in" when they appear. Scroll stops at correct place.
A few notes:
-I have to scroll two lines at a time, rather than one. It looks a little chunky compared to the original, but I think I'll have to live with it.
-Realized that the girder colors change during the game! They are hardcoded in the kernel now; have to see if I can change that.
-I think the falling brick is ok.
-_Fandal_ helpfully disassembled A800 Squish 'Em for me so I'm hoping to extract the sounds. I think the sound hardware is mostly the same, except with the BIG difference that the A800 has 8 bits of frequency resolution, compared to the 5 bits that the 2600 has. Are any of you experienced uncommented-asm readers able/willing to help me partially disassemble this?
-Still have 48 free bytes of RAM! I don't want to count my chickens before they hatch and all that, but this just may be my first project where RAM wasn't an issue. Would be nice...
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