Subject: RE: [stella] Poll: What is everybody working on? From: "Dennis Debro" <debrodennis@xxxxxxxxxxx> Date: Wed, 7 Jul 2004 20:30:52 -0400 |
Hi there, I'm still working on disassembling different games for the archives. Currently on my radar are: Kaboom Keystone Kapers Pac-man with possibly doing... Air-Sea Battle Canyon Bomber Breakout Kaboom seems to be going well but I'm kind of stuck on the paddle movement right now. I have some theories on what's going on but I won't know for sure until I make test builds and play it on my VCS. Pac-man is going okay too but I need to get use to Tod's coding style. He has a lot of jmps in his code. I had looked at doing Ms.Pac-man but every time I look at it and I see code like this... LD17F: LDA #$C0 ;2 STA $ED ;3 LDX $EE+256 ;4 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 DEX ;2 BEQ LD1AF ;2 LD1AF: STA RESP1 ;3 I get discouraged. I have also been spending my time learning the variable flicker trick. This didn't take long to understand so to prove to myself that I understand it I've been working on writing Pac-man for the VCS. It has been proven that a better Pac-man could be done in 4K by Ebivision. My goal is to make a better Pac-man than that :-) I've been having conversations with Eduardo Mello about this. He's doing an awesome job of Pac-man for the CV. I'll try to use his findings in ghost behavior to see if I could come up with a close rendition of this for the VCS. Of course I feel that once the kernel gets done, it's all down hill from there. I've also been inspired by Andrew Davie to do an original game. I don't know if it will be for the VCS but for right now that's the target. I don't want to go into too much detail though as I'm still feeling it out. Take care, Dennis
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