junglejourney

changeset 119:57fea6bcc814

Added scenery to the final exit room, making it necessary for the player to clear a path to it. Moved the secret rooms on the final level.
author David Boddie <david@boddie.org.uk>
date Thu Sep 08 22:10:06 2011 +0200
parents c6571847fe50
children 67134c74700e
files TODO.txt mapcode.oph
diffstat 2 files changed, 11 insertions(+), 8 deletions(-) [+]
line diff
     1.1 --- a/TODO.txt	Thu Sep 08 00:27:36 2011 +0200
     1.2 +++ b/TODO.txt	Thu Sep 08 22:10:06 2011 +0200
     1.3 @@ -1,7 +1,11 @@
     1.4  To Do
     1.5  
     1.6 -Implement high score input.
     1.7 -Convert all emerging enemies to explosions at game over time.
     1.8 +Optimise routines, particularly enemy generation and plotting.
     1.9 +    Test the extent to which the unplot/plot buffer is filled.
    1.10 +    consider making some enemies pause, or add different movement behaviour for
    1.11 +    some of them.
    1.12 +Move at least one secret item on the final level and introduce room scenery
    1.13 +in the final room.
    1.14  Improve the fire, explosion and player sprites.
    1.15  Add sounds.
    1.16  Nice to have: analogue joystick support.
     2.1 --- a/mapcode.oph	Thu Sep 08 00:27:36 2011 +0200
     2.2 +++ b/mapcode.oph	Thu Sep 08 22:10:06 2011 +0200
     2.3 @@ -19,14 +19,14 @@
     2.4  seeds:         .byte 100, 239, 183, 144   ; $ef, $b7, $90, $d6, $89
     2.5  start_rooms_x: .byte 5,   3,   5,   10
     2.6  start_rooms_y: .byte 5,   8,   1,   8
     2.7 -exit_rooms_x:  .byte 7,   9,   3,   3
     2.8 -exit_rooms_y:  .byte 0,   0,   9,   4
     2.9 +exit_rooms_x:  .byte 7,   9,   3,   0
    2.10 +exit_rooms_y:  .byte 0,   0,   9,   10
    2.11  
    2.12  ; These values need to be kept in sync - the room numbers must match their
    2.13  ; positions in the room array.
    2.14 -key_rooms_x:   .byte 1,   5,  10,   3
    2.15 -key_rooms_y:   .byte 0,   2,   6,   5
    2.16 -key_rooms:     .byte 1,  27,  76,  58  ; ky*11 + kx
    2.17 +key_rooms_x:   .byte 1,   5,  10,   1
    2.18 +key_rooms_y:   .byte 0,   2,   6,   4
    2.19 +key_rooms:     .byte 1,  27,  76,  45  ; ky*11 + kx
    2.20  
    2.21  treasure_table:  .byte 6, 5, 7, 1, 1, 5, 2, 7, 6, 2, 1, 7, 1, 7, 8, 7
    2.22  treasure_table_: .byte 0, 7, 6, 7, 7, 7, 5, 0, 6, 3, 7, 7, 5, 7, 5, 0
    2.23 @@ -340,7 +340,6 @@
    2.24      sta $57a0
    2.25      lda #7
    2.26      sta $57a1
    2.27 -    rts
    2.28  
    2.29      make_room_no_final_exit:
    2.30