- 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.
- W L M S (Wave, Large, Medium, Small)
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