Re: [stella] INV update

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.



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