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A C64 Game - Step 71

Posted by Endurion, in C64 06 October 2012 · 872 views

Now a little polish for Sams dark powers, they were a tad too dark to see ;)

Attached Image

Realistic colors are one thing, but if it hampers the gameplay they have to go. So dark powers are now white.
And animated.


Core routine is this, it redraws every char of the beam with one of four random characters:

;redraw force beam (randomly)
!zone RedrawForceBeam		
RedrawForceBeam		
		  ldy SAM_FORCE_START_Y
		
		  lda SCREEN_LINE_OFFSET_TABLE_LO,y
		  sta ZEROPAGE_POINTER_1
		  lda SCREEN_LINE_OFFSET_TABLE_HI,y
		  sta ZEROPAGE_POINTER_1 + 1
		
		  lda SAM_FORCE_LENGTH
		  sta PARAM1
		
		  ldy SAM_FORCE_START_X
		
-		
		  jsr GenerateRandomNumber
		  and #$03
		  clc
		  adc #252
		  sta (ZEROPAGE_POINTER_1),y
		
		  iny
		  dec PARAM1
		  bne -
		  rts


Most of the other changes include a call to the routine above, some are fixes for crashes that were introduces.

For one, when removing the beam item images could be clipped, a simple call to

jsr RedrawItems

fixes that.


And a little change to gameplay, if Sam moves (falls/jumps) while holding an enemy and moves too far, he loses grip on the enemy.
This is done via a little comparison between the beam start Y pos and the players pos. Too far, and the enemy is released.

;release beam when moving
		  lda SAM_FORCE_START_Y
		  clc
		  adc #1
		  cmp SPRITE_CHAR_POS_Y,x
		  bne .SamNotFirePushed
		
		  ;Sam needs to keep pressed
		  jsr RedrawForceBeam


Have fun!



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Will you be making other projects with the same look after this one has been completed?
Currently I'm working on a Zelda clone for the RGCD cartridge compo (hope to make it in time) and a Bubble Bobble clone called Catnipped. In Lemon64 there's a thread with a few screenshots, the talented graphician of for Supernatural and Soulless did his magic again ;)
Sorry, I can't link the thread since I can't access Lemon64 from the office.
No worries! I really admire your work!! :)

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