Just Jeff Posted September 24, 2022 Author Share Posted September 24, 2022 Well I haven't posted an update in a couple of weeks so I'll put this .bin up even though its glitchy and incomplete. Its been a significant amount of work, with little to show. Basically, my previous uploads had some cut corners that needed to be dealt with. I really wanted to get the program to run through all the screens- so a level intro, then a play screen, and so on. Even if the play screens are identical. But once I started, it seemed like I had to fix some things first or I'd be just duplicating messes. Firstly, you may have noticed that the previous version always played the same- I think it was pad 2 to pad 3, then pad 3 to Up. Now its randomized. All of that code I posted on September 3rd was static- wasn't going to get me past the one screen and always the same order. Now, that code is basically in table form, and the program can do those things in random order and future screens will just have their own tables. I wonder if the C64 version is random.. I'm just assuming it is. The other thing you'll notice is basic intro screens- this required me to redo my jump tables to make it more logical. Intro screens end in 0 (D0), play screens end in 1. This allowed me to split the jump tables in half- useful because a carry branch quickly gets to the proper bank with its own table. So its does like 3 screens now before it goes off the rails. I know why it does, I just haven't gotten around to writing the code. Also- the "Itinerary" of the dashboard is a little confusing at this point. The "Hey" and "Up" are gone at the moment, You'll always see a pad number when its generated- just remember- you don't see "Up" when its time to leave. Just look for the gate to disappear. .bin below. SpaceTaxi.asm.bin 8 Quote Link to comment Share on other sites More sharing options...
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