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Subject: [stella] PCMSG26 (I almost hate my baby... :) From: "Piero Cavina" <p.cavina@xxxxxxxxxxxxx> Date: Sat, 6 Sep 1997 22:42:33 +0200 |
Ok, 2.5 had to be the last, so here's 2.6... :)
_There_ _is_ _no_ _space_ _for_ _anything_ _anymore_ .
Don't even say that, I've already done a lot of optimization.
I'm saving 10 bytes or so to fix eventual bugs.
*****************************
*I can't add any new feature*
*****************************
What can still be done is some fine-tuning.
I'm starting to hate this project and I really need a vacation from 2600
programming... :) so I'll hear the last comments and it will be released.
But there may be something to do for you... read below!
Gone:
- the remaining bombs count-down after you've killed the boss.
- now the dots that limit the pearls-zone don't blink
- uh, what else...?
News in 2.6:
- background "music"
- one free ship for each 10,000 points! :)
- nicer inset pearls
- new life indicator
- in the higher levels, pearls can mutate into enemies
- in the highest levels, the player may destroy the pearls
- 1 missile clears one line, 2 missiles clear 1 line+another random chosen
line, 3 missiles wipe out 1 line+2 random ones. Ok, not really what Nick
suggested...
- changed behavior of the red enemies, now they need multiple shots and
change direction when hit
- the way that game variations work is changed (see table)
- you can use Select and Reset while playing
- you can start a new game pushing fire.
- some little bugs fixed
The following table explains how the difficulty level is increased.
V L (1) (2) (3) (4) (5) (6)
1-->1 2 2 1 never 2 no
2 2 2 1 never 2 no
3 3 2 1 never 2 no
4 3 2 1 never 2 no
------------------------------------
2-->5 4 4 2 50% 2 no
6 4 4 2 50% 2 no
7 5 4 2 50% 2 no
8 5 4 2 50% 2 no
------------------------------------
3-->9 6 4 3 50% 3 no
10 6 4 3 50% 3 no
11 7 4 3 50% 3 no
12 7 4 3 50% 3 no
------------------------------------
13 8 8 4 always 3 yes
14 8 8 4 always 3 yes
15 8 8 4 always 3 yes
16 8 8 4 always 3 yes
V = game variation
L = level
(1) = max. no. of rows with enemies (not counting oysters)
(2) = average no. of hits needed to destroy an oyster
(3) = no. of hits needed to destroy a type 2-3 enemy
(4) = pearls mutate into enemies
(5) = max. no. of enemies in a formation
(6) = player's shots may destroy pearls
And now some work for you... do you like the colors I've choosen for this
game? I don't. So get PCAE 2.0, and color-it-yourself!
Help me to find the best set of colors!
With PCAE 2.0 you can poke values in memory while a game is running. Enter
the debug mode ("D" from F10 menu), run the game ("G"), halt it (esc).
Press "E" and write something like "FE38=45" in the dialog box. This will
put $45 in the memory location $FE38. Press "G" to restart the game.
When you've chosen a color, remember to try it also with the PAL palette
(press F3)...
Here are some useful addresses:
$1FCF - $1FD3: inset pearls color gradients (and one of the two player's
shots color!)
Default values: $38, $34, $30, $34, $38
change the left digit to change the color.
$1126: player's color.
$1EB9 + enemy id: enemy color.
Change the first digit only. The second must always be "D".
Here are the enemy id's:
Uh, now that I'm thinking... I don't have the names for most of the
enemies.
Please help me to find some stupid names!!! :)
id=1, "Blorb"
XXXX XXXX
XXXXXX XX XX
XXXXXXXX XX XX
XXXXXXXX XX XX
XXXXXXXX XX XX
XXXXXX XX XX
XXXX XXXX
id=2,3 ???
X X X X
XX XX XXXXXX
XXXXXXXX XXXX
XXXXXXXX XXXX
XXXXXXXX XXXX
XX XX XXXXXX
X X X X
id 4 and 5 are explosions
id=6 ???
XXXXXXXX XXXXXXXX
X X X X X
X X X X X
X X X X X
X X X X X
X X X X X
XXXXXXXX XXXXXXXX
id=7 is the "trail" that id=6 leave behind.
id=8 is the pearl
id=9, "Oystron"
X X X
X X X
X X X
X XXXXXXXX
X X X
X X X
X X X
id=10, "Oysteroid"
XXXXX
XXXXXXXX
XX XXXX
XXXXXXXX
XXXXXXX
XXX XX
XXXXX
id=11 ???
XX XX
XX XX
XXXXXXX XXXXXXX
XX X X X XXX X X
XXXXXXX XXXXXXX
XX XX
XX XX
id=13 ???
XXXXX X
XXXXX X XXXXXXX
XXXXXXX XXXXX X
XXXXX X
Ok, that's all folks...
Ciao,
P.
Attachment:
pcmsg26.bin
Description: pcmsg26.bin (BIN File)
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