Subject: [stella] Qb: v1.00 (alpha #1) From: "Andrew Davie" <adavie@xxxxxxxxxxxxx> Date: Wed, 28 Feb 2001 02:12:01 +1100 |
This version may look a little different to some. The reorganisations I've made have, generally, been necessary to save memory. I ran out of ROM long ago, and since then its been a matter of shaving, shaving, installing something, running out of memory, shaving shaving, etc. Capabilities here and there have been whittled away as the need for extra memory has come. I've tried to keep as much as possible, of course. Memory is very tight. I have none left! From now, to get extra memory I have to drop features/capabilities. OK, so this is my first "alpha" release. Alpha, to me, means that just about everything is actually there - if it doesn't work properly that's pretty much OK. Alpha is a complete, playable game - which this is. You have a weapon. Press the fire button, and it throws nasties off the screen. It costs you points, though.... longer you hold the button down, the more points. You may play an entire level with it down, if you wish... but the aim is to build up a high score, and you ain't gonna do it that way. Oh yes, your weapon stops working when your score is zero. So, that's how you get rid of nasties. When you land on a cube with a nasty on it, you lose a life. Same if a nasty lands on your cube. Nasties are an octopus (well, why not), a bunny rabbit (which has some redeeming features), and an onion <shrug>. Good things are, of course, the fruit. The onion guy hasn't got working AI at the moment, so he just sits there.... best to get rid of him, if you want a challenge (ie: press the fire button). Let's see.... you start with 3 lives. When you lose a life, the scoreline displays the level/lives, and you see the life count down as you start the level again. If you lose your last life, the background changes red (yes, I'm that short of memory) and the scoreline cycles between your score and the lives. After a while, it switches back to demo mode - but you can restart anytime by pressing a console reset/select button. Demo mode is (currently) halted by a joystick press - and yes, I know you can press the button in demo mode. This will be fixed soon. The level # display corrupts at level 10 :) There is very little difficulty graduation right now - and its pretty hard from the word go. Expect to see the next version have some better graduated gameplay, and that will make it easier for those who can't get past screen 2 :) There are quite a few glitches here and there - one noticeable one is a flash/corruption of the top/bottom border of the target area display. This is due to the scarcity of RAM, and I'll work on that soon. Shouldn't be TOO difficult to fix (fingers Xed). Did I say I was out of ROM? Did I say I was out of RAM? Of course, I need some sounds. I'll have to do some (MORE!) optimisation, and probably drop a frame or two of graphics. Such is life. I'd really really like to include a title screen, but I'm seriously going to have to sacrifice things for that... I estimate I could do a nice one in about 160 bytes.... that's about 155 bytes more than I have right now. Oh well. Anyway, here it is.... Qb, alpha #1. Have at it. And no, I'm not really canning it :) Cheers A -- _ _ _| _ _ _| _ * _ _ , (_|| )(_|( (/_\/\/ (_|(_|\/(_(/_ ,~' L_|\ ,-' \ see my Museum of Soviet Calculators at ( \ http://www.taswegian.com/MOSCOW/soviet.html \ __ / L,~' "\__/ @--> v
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