Re: [stella] Thrust v0.9

Subject: Re: [stella] Thrust v0.9
From: Thomas Jentzsch <tjentzsch@xxxxxxxx>
Date: Sat, 17 Jun 2000 19:19:47 +0200 (CEST)
>I tried Thrust on z26 and when I turn the shield on
>and then press fire, the ship thrusts the engines
>instead of firing. So the problem might actually be
>something with the joystick handling routine.

That's not a bug, look at the manual. I need this 
rather weird control schema to allow thrusting while
the tractor beam is enabled, so you can pick up the
Klystron pod

>So I think giving the game a little more unique touch

>and making it a little less like the original that 
>way, might be a good idea.

I'm not very creative, so the challenge for me was, to

make the game as much like the original as possible. 
I'm also a big fan of the c64-version, so it should be
some kind of tribute to the orignal. Changing it now 
just for copyright reasons would make me sad. I think
i'll only remove the Firebird copyright and take the 
risk...

>BTW, in the game, when I loose the last life at a 
>higher level, a new game starts at that level again. 
>Is that intentional?

No, that is (was!) a real bug. Thank you!

>I don't have the capability to play bankswitched 
>games on my VCS, but if you create the binary so that
>bank1 is located at $9000, bank2 is at $B000, bank 3
>is at $D000 and bank4 is at $F000 and all JMP, JSR 
>and direct memory accesses use the apropiate 
>addresses for this setup, then I can make your game
>work on my 7800 RAM cart as a flat memory model 2600 
>game. That way I could tell you how well it works in
>PAL on a real system.

>Some late Atari games like Sentinel or Shooting 
>Arcade use this memory setup, since Atari used a
>similar system to develop these games, and I can play
>those on my RAM cart with only very small changes.

The next relase will have this memory schema, i just
changed my code.

=====
Thomas Jentzsch           | *** Every bit is sacred ! ***
tjentzsch at yahoo dot de |

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