Commit Graph

35 Commits (master)

Author SHA1 Message Date
giomba 9c902abb59 intro/demo: show PETSCII brand name + forbid intro skip 2021-11-08 19:38:41 +01:00
giomba a8319e9fb7 refactoring: macro for memset, memcpy, mov_word_mem 2021-11-07 22:52:31 +01:00
giomba 6e0d335b83 polishing 2021-11-07 21:09:27 +01:00
giomba db8707bebf refactoring: reorganize syntax sugar for segments handling 2021-11-07 20:37:44 +01:00
giomba 85ac2cf971 refactoring: wip: move code segments 2021-11-07 20:37:44 +01:00
giomba 51477cff9d some code documentation + memset macro 2021-11-07 20:37:34 +01:00
giomba b19754f3d5 "snake" movement is more fluid
but not perfect, yet
2021-06-01 21:53:34 +02:00
giomba 61515025a5 stable bounce 2021-04-15 14:33:29 +02:00
giomba d13e88b0fd moustache notation 2021-04-14 11:24:36 +02:00
giomba 493d69f669 magic moustaches fixed 2021-04-14 09:50:46 +02:00
giomba a41ae70993 proper intro 2021-04-14 00:30:42 +02:00
giomba 05ed319d93 new demo/intro draft 2021-04-13 23:19:47 +02:00
giomba c8199e7144 updated sid tune
new sid tune is bigger than 4k, so charset had to be moved
now (part of) first half of the charset actually is used by the sid
and ignored by the VIC; chars had to be redefined
2021-04-12 23:28:34 +02:00
giomba a82c9e94fe disk and tape loader
the loader is a small program with liblzg only, which loads data from
the snake.pack.lz (from either disk or tape), inflates the ram, and
starts the game
2021-04-12 22:00:04 +02:00
giomba f81f087a13 fixed plain .prg version
actually it takes a "lot" of space more, but it is not a problem and it works,
anyhow a future version with a "fast" loader is required
2020-11-14 19:12:10 +01:00
giomba 55e0a550ea fixed font name 2020-11-14 17:40:30 +01:00
giomba 999844460a ported lzgmini_6502 for dasm, and embedded in this game's code 2020-10-04 20:58:08 +02:00
giomba fa2269afb8 compression routine for cartridge version, temporarily deprecates tape version 2020-10-04 17:51:35 +02:00
giomba d61a7bf284 dual version: prg + cartridge (8k) 2020-09-15 15:10:09 +02:00
giomba e67a84d669 small fix 2020-04-23 12:29:43 +02:00
giomba e548f48e72 added cute screenshot 2020-04-23 12:26:19 +02:00
giomba 72d5e6b33e to pass the level, you have to get at least 0x40 (64) points 2020-04-23 12:10:08 +02:00
giomba 86ec781787 levels rotation (first -> second -> ... -> last -> first -> ...) 2020-04-08 11:36:18 +02:00
giomba 977c3cf0e6 printString subroutine generalization 2020-04-08 11:03:03 +02:00
giomba 4498d045de level change + score management 2020-04-08 10:54:54 +02:00
giomba cd1820d834 level introduction screen 2020-04-08 09:15:25 +02:00
giomba 22a5feb2a1 level loading colors with memory saving
loading colors was done in a dummy way by reading color of each tile
from the RLE array; but actually a tile always have the same color, then
this info is redundant; anyhow the character set had to be reshaped
properly in order to make easy infer the tile color from the tile value
2020-04-06 22:53:28 +02:00
giomba 90cc0dbabd final restyling of the custom charset 2020-04-06 22:00:15 +02:00
giomba fcdea3cc08 charset organization improved + doc 2020-04-06 18:44:54 +02:00
giomba c33178ceac some better colors 2020-04-06 16:22:48 +02:00
giomba e828776a14 tiles loaded from level RLE binary now have color 2020-04-02 18:12:39 +02:00
giomba 5f85203028 commented code for level loading 2020-04-02 17:09:57 +02:00
giomba 5fb94c3162 level layout is unpacked on screen correctly 2020-04-02 16:17:48 +02:00
giomba f628645740 first level draft - level txt parser 2020-04-02 01:13:10 +02:00
giomba 70b2b7ad47 repository organization fix 2020-04-01 21:11:08 +02:00