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Less flicker


SpiceWare

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  • Display kernel was only using one player due to some test code I forgot to remove. Both players are used again, so there should be a lot less flicker.
  • When using hyperspace the "age" bug could occur causing the ship to come out of hyperspace and be invisible for 4 seconds. It's fixed.
  • Tweaked the ship inertia - it now takes longer to slow to a complete stop.
  • Noticed the ship would occasionally start to move in the X direction by itself. It looks like my global C variables ran into the C stack. I relocated some of the globals into Display Data RAM and haven't seen the problem since.
  • When an asteroid was shot before, 1 of the pieces would continue with the original speed & direction. Both pieces now take a new speed & direction.
  • Asteroid rotation tweaked.
  • revamped asteroid speeds as the slowest was too slow and the fastest was too fast. The original 16 speeds started at 1 and increased by 1 (1, 2, 3 ... 16). The new 16 speeds start at 3 and increase by 0.4 (3, 3.4, 3.8 ... 9).
  • revamped asteroid speed progression. A 4 in the table below means the asteroid could be randomly assigned speeds 1-4 while 5 would be 1-5. The later waves increase the minimum speeds as well, so the speeds assigned could be 8-16.
    • W L M S (Wave, Large, Medium, Small)
    • 1 4 4 4
    • 2 4 4 5
    • 3 4 5 6
    • 4 4 5 7
    • 5 5 6 8

    [*]left-difficulty A will display the speed info in the score for diagnostics.

ROMs

spacerocks20120513_NTSC.bin

spacerocks20120513_PAL.bin

 

Source

spacerocks20120513.zip

3 Comments


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When you get done with this, you can make Zombie Space Invaders. It's like Space Invaders, except thousands of zombie space invaders march/dance down in Michael Jackson's Thriller style from outer space. Can you survive? :D

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Haven't seen that, though I don't think this kernel would work well for something with enemy that's always lined up horizontally due to the excessive flicker it would cause.

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