junglejourney
changeset 107:249743a9dc47
Hopefully fixed problem with score text having an incorrect colour.
| author | David Boddie <david@boddie.org.uk> |
|---|---|
| date | Sun Sep 04 03:47:41 2011 +0200 |
| parents | ec9b8b735e5b |
| children | b20becc97203 |
| files | TODO.txt mapcode.oph |
| diffstat | 2 files changed, 46 insertions(+), 44 deletions(-) [+] |
line diff
1.1 --- a/TODO.txt Sun Sep 04 02:49:24 2011 +0200 1.2 +++ b/TODO.txt Sun Sep 04 03:47:41 2011 +0200 1.3 @@ -1,8 +1,15 @@ 1.4 To Do 1.5 1.6 -Finish the title screen. 1.7 -Add a completion screen. 1.8 -Make one of the enemies have different movement. 1.9 +Check and fix object generation. 1.10 +Implement high score input. 1.11 Improve the fire, explosion and player sprites. 1.12 Add sounds. 1.13 Nice to have: make projectiles start next to the player, not on top of him. 1.14 +Nice to have: make one of the enemies have different movement. 1.15 +Nice to have: make the boomerang turn before hitting a wall. 1.16 + 1.17 +Things to look out for 1.18 + 1.19 +Score text disappearing - probably caused by incorrect colour setting 1.20 +between levels. 1.21 +Strength level increasing unexpectedly.
2.1 --- a/mapcode.oph Sun Sep 04 02:49:24 2011 +0200 2.2 +++ b/mapcode.oph Sun Sep 04 03:47:41 2011 +0200 2.3 @@ -4639,7 +4639,6 @@ 2.4 ; Count the number of rooms explored. 2.5 ldx #0 2.6 lda #0 2.7 - ldy #0 2.8 sta $8d 2.9 sta $8e 2.10 end_of_level_room_count_loop: 2.11 @@ -4664,17 +4663,7 @@ 2.12 bne end_of_level_room_count_loop 2.13 2.14 ; Position the player so that we can perform an animation. 2.15 - lda #6 ; down (first frame) 2.16 - sta $3d01 2.17 - lda #4 ; y=4 2.18 - sta $3d02 2.19 - lda #3 ; dy=3 2.20 - sta $3d03 2.21 - lda #4 ; x=4 2.22 - sta $3d04 2.23 - lda #3 ; dx=3 2.24 - sta $3d05 2.25 - 2.26 + jsr reset_player_position 2.27 jsr remove_characters 2.28 2.29 jsr reset_unplot_buffer 2.30 @@ -4902,19 +4891,6 @@ 2.31 lda #12 2.32 jsr $ffee 2.33 2.34 - ; Blank the screen now because it will be blanked before the room is shown 2.35 - ; and otherwise the text will show briefly. 2.36 - jsr blank_screen 2.37 - 2.38 - ; Write the status text. 2.39 - ldx #0 2.40 - write_status_text_loop: 2.41 - lda status_vdu_bytes,x 2.42 - jsr $ffee 2.43 - inx 2.44 - cpx #25 2.45 - bmi write_status_text_loop 2.46 - 2.47 ; Set the level. 2.48 lda #0 2.49 sta $3dfa 2.50 @@ -4925,7 +4901,9 @@ 2.51 sta $3df7 2.52 sta $3df8 2.53 2.54 - jsr write_score 2.55 + ; Blank the screen now because it will be blanked before the room is shown 2.56 + ; and otherwise the strength bar will show briefly. 2.57 + jsr blank_screen 2.58 2.59 ; Set the player's strength. 2.60 lda #64 2.61 @@ -4938,21 +4916,7 @@ 2.62 2.63 rts 2.64 2.65 -start_level: 2.66 - 2.67 - ; Clear the item/player flags. 2.68 - lda #0 2.69 - sta $3df0 2.70 - 2.71 - ; Set current room. 2.72 - 2.73 - ldx $3dfa 2.74 - lda start_rooms_y,x 2.75 - sta $3df2 2.76 - lda start_rooms_x,x 2.77 - sta $3df3 2.78 - 2.79 - ; Set the player position. 2.80 +reset_player_position: 2.81 2.82 lda #1 ; player 2.83 sta $3d00 2.84 @@ -4967,6 +4931,26 @@ 2.85 lda #3 ; dx=3 2.86 sta $3d05 2.87 2.88 + rts 2.89 + 2.90 +start_level: 2.91 + 2.92 + ; Clear the item/player flags. 2.93 + lda #0 2.94 + sta $3df0 2.95 + 2.96 + ; Set current room. 2.97 + 2.98 + ldx $3dfa 2.99 + lda start_rooms_y,x 2.100 + sta $3df2 2.101 + lda start_rooms_x,x 2.102 + sta $3df3 2.103 + 2.104 + ; Set the player's position. 2.105 + 2.106 + jsr reset_player_position 2.107 + 2.108 ; Fill the treasure table with objects. 2.109 lda $3dfa ; level 2.110 tax 2.111 @@ -5050,6 +5034,17 @@ 2.112 cpy #121 2.113 bmi start_level_add_treasure_loop 2.114 2.115 + ; Write the status text. 2.116 + ldx #0 2.117 + write_status_text_loop: 2.118 + lda status_vdu_bytes,x 2.119 + jsr $ffee 2.120 + inx 2.121 + cpx #25 2.122 + bmi write_status_text_loop 2.123 + 2.124 + jsr write_score 2.125 + 2.126 clc 2.127 rts 2.128
