Subject: Re: [stella] INV update From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Mon, 12 Jan 1998 09:38:24 -0500 (EST) |
> - converted shields to double resolution, now I've all the RAM I need! > Thanks Erick! No problem. BTW, my name is Erik, not Erick ;) > - invader explosions from Missile1. I quite like them, and you? I'm at work now, will look later. > PS..: Erick, how are the Invaders bombs supposed to work? Can they drop > more than one bomb at a time? They *should* be able to have two bombs on the screen at once, displaying each every other frame, using the ball. The first line after the big comment line with "Invader shots" skips the generate-new-bomb routine if the current bomb is already active. If the current bomb isn't active, we decrement BombDelay, then if that reaches zero, we generate a new bomb. The new bomb has a 50% chance of being dropped randomly and a 50% chance of being dropped near player 1. (I didn't add the part to make the invaders aim at player 2.) The bomb scheduled to be drawn on this frame uses locations EnemyBombs and Enemybombs+2 for its data, and the inactive bomb uses EnemyBombs+1 and EnemyBombs+3. The code right after label BM0 switches the bombs for each frame. -- Stella list is Administered by krishna@xxxxxxxxxxxx <Glenn Saunders> Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html +-shameless plugs-------------------------------------------------------+ | Stella documentary at http://www.primenet.com/~krishna | | Nick's VCS links via http://www.primenet.com/~nickb/atariprg.htm | | Write the best game, win framed autographs of famous Atari alumni!! | +-----------------------------------------------------------------------+
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