51477cff9d
some code documentation + memset macro
2021-11-07 20:37:34 +01:00
b19754f3d5
"snake" movement is more fluid
...
but not perfect, yet
2021-06-01 21:53:34 +02:00
61515025a5
stable bounce
2021-04-15 14:33:29 +02:00
d13e88b0fd
moustache notation
2021-04-14 11:24:36 +02:00
493d69f669
magic moustaches fixed
2021-04-14 09:50:46 +02:00
a41ae70993
proper intro
2021-04-14 00:30:42 +02:00
05ed319d93
new demo/intro draft
2021-04-13 23:19:47 +02:00
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
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
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
55e0a550ea
fixed font name
2020-11-14 17:40:30 +01:00
999844460a
ported lzgmini_6502 for dasm, and embedded in this game's code
2020-10-04 20:58:08 +02:00
fa2269afb8
compression routine for cartridge version, temporarily deprecates tape version
2020-10-04 17:51:35 +02:00
d61a7bf284
dual version: prg + cartridge (8k)
2020-09-15 15:10:09 +02:00
e67a84d669
small fix
2020-04-23 12:29:43 +02:00
e548f48e72
added cute screenshot
2020-04-23 12:26:19 +02:00
72d5e6b33e
to pass the level, you have to get at least 0x40 (64) points
2020-04-23 12:10:08 +02:00
86ec781787
levels rotation (first -> second -> ... -> last -> first -> ...)
2020-04-08 11:36:18 +02:00
977c3cf0e6
printString subroutine generalization
2020-04-08 11:03:03 +02:00
4498d045de
level change + score management
2020-04-08 10:54:54 +02:00
cd1820d834
level introduction screen
2020-04-08 09:15:25 +02:00
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
90cc0dbabd
final restyling of the custom charset
2020-04-06 22:00:15 +02:00
fcdea3cc08
charset organization improved + doc
2020-04-06 18:44:54 +02:00
c33178ceac
some better colors
2020-04-06 16:22:48 +02:00
e828776a14
tiles loaded from level RLE binary now have color
2020-04-02 18:12:39 +02:00
5f85203028
commented code for level loading
2020-04-02 17:09:57 +02:00
5fb94c3162
level layout is unpacked on screen correctly
2020-04-02 16:17:48 +02:00
f628645740
first level draft - level txt parser
2020-04-02 01:13:10 +02:00
70b2b7ad47
repository organization fix
2020-04-01 21:11:08 +02:00