[stella] JoustPong on the home stretch

Subject: [stella] JoustPong on the home stretch
From: KirkIsrael@xxxxxxxxxxxxx
Date: 2 Mar 2004 06:22:32 -0000
So, I actually managed to have a few updates of JosutPong
w/o coming to stella for showing off or begging for help!

I think it's getting nicely polished.  Fairly full details at
http://alienbill.com/joustpong/ but highlights are:
-flashing score routines
-pterry interacts with players and makes noise ripped from 2600 Joust
  (I used PCAWin's debugger to read the AUD values)
-fairly advanced game select code; it alternates wall/no wall
 while cycling through player vs atari (hard) player vs 
 teddy bear (easy) and head-to-head.  Joystick lets you select
 option back and forth
-tweaked the ball speed. There's now slower and faster, set w/
 the left difficulty switch, and both speeds have tweaked values
 to prevent "loops" (with the old value, if both players were on 
 the ground, sometimes the ball would just start bouncing between
 them, distrubed only by pterry crossing its path
-started using a missile instead of the ball as the ball so I can 
 keep the rainbow walls without the missile going nuts

So, I have a curious bug maybe people can look at--but 
only in Z26 (my ROM totally blows up in StellaX -- is 
that because of Thomas's SLEEP Macro, or what?) 
When the user hits Select in Z26 to return to the title
screen, the music starts going nuts and starts listing a 
huuuge framerate. It plays fine, and I can't duplicate the 
problem via supercharger on my 2600.

Comments and suggestions welcome, but nothing too complex...
PhillyClassic is coming up soon :-)

Oh, and the Philly Classic surprise I was being coy about...
T-shirts!  Free T-shirt w/ the first 50 sold w/ an amusing
JoustPong logo...




-- 
KirkIsrael@xxxxxxxxxxxxx    http://kisrael.com
   "God made everything out of nothing, but the nothingness shows through." 
         --Paul Valery 


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