Subject: [stella] Reflex: Source of PAIN! From: "Lee Fastenau" <stella@xxxxxxxxxxxxxxx> Date: Sun, 4 Apr 2004 22:06:21 -0500 |
[Sorry if duplicate... sent with wrong account again] Relatively slow [stella] day... so here's the latest binary and source for Reflex. NOTES ABOUT THE BINARY: * Changing # of players/controllers has NO EFFECT in gameplay yet. * Hit SELECT to change game modes/controllers or reset the game when playing. * Driving control (steering wheel icon) is not yet supported. * Hit RESET to start game. * Push joystick left and right to move paddle counter-clockwise and clockwise, respectively. * Paddle reflection needs MUCH work. * Ball velocity needs MUCH work. (if it's too slow, let it go out of bounds... speed will randomize next round) * Still no "win" detection when board clears. There's a high level (and incomplete) to-do list in the source now. In lieu of solving some problems with the gameplay (y'know, that trivial part of any game project), I opted to clean up the code (a lot) and spend some time on the title/options screen. One of the most important changes in the source is the heavier use of JSR/RTS. I don't believe the calls go any deeper than 2 levels, using 4 bytes of stack space at most. The JSR's have made the code much more flexible and makes managing game "states" a cinch. While the code is easier to navigate, I have to admit that I've cut back on the commenting. I'm getting pretty comfortable with assembly and am coding a bit faster, which is not to say I'm great at it... but I do have a cool gameMode byte that contains a 3-bit counter and 5 mode flags! :) All manner of feedback is welcome and even encouraged! -Lee
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reflex16.asm
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leelib.h
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