Shot driver rewritten
The shot driver has been rewritten to take advantage of the new kernel. It supports up to 6 shots by using 30 Hz flicker.
Vertical shots are now 5 pixels tall instead of 8. One of the things I discovered before the reboot was that you could shoot a robot on the other side of a horizontal wall because the shot was too tall (horizontal walls are 5 scanlines tall).
Shots are drawn round-robin so each shot will be drawn using the ball, missile 0 and missile 1 over subsequent frames before being drawn with the ball again. This way if a horizontal shot lines up with a dark color on a robot, it won't be hard to see on every single frame. It also gives the shots a "flickering energy" appearance.
The left difficulty switch to select Bezerk/Frenzy room layout is now only checked when you hit Game Reset as it'll confuse things if the layout changes mid-game.
The level finished number, which shows up while the room is being shifted off screen, is now displayed in decimal instead of hexadecimal. It also nicely centers based on whether 1, 2 or 3 digits are being displayed.
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