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)
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
R: R: [stella] PCMSG 2.5 (Oystron?), Piero Cavina | Thread | R: [stella] another name idea..., Piero Cavina |
R: R: [stella] PCMSG 2.5 (Oystron?), Piero Cavina | Date | R: [stella] another name idea..., Piero Cavina |
Month |