Subject: [stella] Skeleton - complete From: "Eric Ball" <eball@xxxxxxxxxx> Date: Fri, 6 Sep 2002 13:09:53 -0400 |
Just in time for another weekend! Turn down the lights, and turn up the sound; it's the Skeleton! (See attached file: skeleton.zip) New features: - you can now be killed (so it is now officially a game) - the Skeleton speeds up over time (the code was broken in the previous version) - added a title screen and simple end screens - modified the sound of the Undead Disintegrator & added a flash to the screen - created brand new mazes with a variety of long passages versus intersections - wrote a simple text manual I also reworked the kernal to save space because I ran out when I was first adding the title & end screens. I was planning on adding music to the title screen, but I don't have enough free space. (As it is, it is going to be difficult to accomodate the 20% increase in table size for the PAL version.) >From a code perspective, I am proud of the following: - doing the INTIM test in a WSYNC loop, which really makes the Z26.log smaller - my handy-dandy LFSR random number generator (as seen in a previous post) - the stereo sound code (could cyberstella or Z26 be enhanced to support stereo?) - use of the BIT instruction for it's actual purpose (including setting the N bit) - the INIT and REINIT routines - the Skeleton speed up routine (linear acceleration via the period) - the crueller maze The next challenge (assuming no-one finds any major problems in the version) is to create a PAL version.
Attachment:
skeleton.zip
Description: Zip archive
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