Commit Graph

57 Commits

Author SHA1 Message Date
bb17b78251 updated LICENSE 2020-10-04 17:59:30 +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
8b8cb19651 current development repository added to readme 2020-04-23 19:01:05 +02:00
1a6f4bb078 link to the binary file 2020-04-23 12:34:23 +02:00
f426a6d4d7 added distribution binary file .prg 2020-04-23 12:32:51 +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
541f3225c1 added some levels 2020-04-08 11:54:08 +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
de38d95b74 Unused bug tracker 2018-09-22 11:10:16 +02:00
5d9248e580 Big memory and repository reorganization 2018-09-22 10:58:10 +02:00
868d1e6253 Moved gamereset routine to external file 2018-09-16 18:20:48 +02:00
fcc479eaed Tabs to space, official vim adoption 2018-09-14 16:22:01 +02:00
bb86656068 Moved costants to external file 2018-09-14 15:58:31 +02:00
68456fe39e Memory segments relocation and exposed bugs
- Declared uninitialized segment in zero page: used assembler directives
to reduce errors probability and improve code maintenance; now zeropage
variables addresses are automagically computed by assembler
- Added other debug messages, and rewritten some cycles for good readability and good software engineering
- Fixed more uninitialized stucture bug (maybe I had some sawdust in my
brain when I did this?)
- Fixed concurrency bug in home screen
2018-09-14 15:23:21 +02:00
299eee1257 Reorganized memory
Now program takes less space in RAM.
All variables, costants and Lists are moved before the SID song,
in a previously unused space (BASIC RAM).
SID song edit has been changed:
	- same song but slightly different
	- takes up a bit less than 4k
	- more catchy :-)
	- perfectly fits in $1000-$2000 and allows...
...the new custom charset to be put at $2000!
	- Taken TGGS font and properly customized with tiles
Now actual program starts at $2800.

Also added some useful code for assembler to output debug infos when
assembling with -DDEBUG=1

In the meanwhile discovered tremendous subtle bug due to uninitialized
structure (listX and listY). Fixed.

Memory map now is:
	+-------------------------------+
0000	| things in zero page		|
	|	and low RAM		|
	+-------------------------------+
0800	| BASIC autostart		|
	| then data (variables,		|
	|	costants and strings)	|	<-- this can be done better using segments. Reminder for the future.
	|				|
	+-------------------------------+
0E00	| listX				|
	+-------------------------------+
0F00	| listY				|
	+-------------------------------+
1000	| SID song			|
	|				|
	|				|
	+-------------------------------+
2000	| TGGS Custom font charset	|
	|				|
	+-------------------------------+
2800	| ACTUAL CODE			|
	|				|	<-- plus some garbage data, see above (segments TODO)
	.				.
	.				.
2018-09-10 21:39:53 +02:00
70b041cf14 Improved graphics
- Added multicolor graphic mode with custom charset, for text and tiles
- Added some debug options in Makefile

NOTE: code is functioning and correct, but really needs a big cleanup a
logical reorganization!
2018-09-10 15:41:12 +02:00
0932566285 Edit status bar text
- Removed debug infos (commented out)
- Added score label
2018-09-05 23:10:55 +02:00
a1382611bc Joystick support (port#2) 2018-09-05 22:53:18 +02:00
a15c924d53 Added skeleton for multiplatform development
Just added some preprocessor instructions and some sample code to show
how to use them. This should be useful for the future port on C16.
2018-09-05 22:03:20 +02:00
78ac2fffa9 Jammed my email address, since I don't want spam 2017-12-27 18:29:24 +01:00
3ce810a482 Conscious use of assembler pre-processor directives, to avoid use of magic numbers and memory locations for costants 2017-12-27 18:26:44 +01:00
e177fdcd86 Added techniques of good software engineering - well, use of costants instead of magic numbers for statuses, sort of enum 2017-12-27 18:12:18 +01:00
be1c1f57f5 Added outro delay 2017-12-27 18:01:37 +01:00
ceeea2deb8 Added a lot of useful comments to document this code for future reviews, for future me, and for other mads who still code for the 6502 inside a CBM64 2017-12-24 17:26:33 +01:00
3c296c9c19 Added copyright 2018; Added reset button 2017-12-24 16:44:50 +01:00
c81b92c960 Improved intro.
Improved introPrint.

Adjusted gameover routine to work with the new intro.
This needs to be further improved anyway to give a sensible delay before
clearing the screen (to allow player to see her/his score)
2017-12-24 15:57:37 +01:00
1d7226df45 Reorganized code with statuses, to introduce an intro scene.
Added routine to print text during intro; things needs to be developed.
2017-12-24 14:17:37 +01:00
7d8233fde2 Removed debug random value 2017-12-22 17:24:35 +01:00
14952319dd Added simple intro layout 2017-12-22 17:23:58 +01:00
d28e93f54e Added reversed colors in status bar, to improve visual 2017-12-22 16:47:06 +01:00
0abfb0c345 The same as before, but I am a stupid, I forgot the comment 2017-12-22 16:37:15 +01:00
e91f86c50b Added BASIC autostart 2017-12-22 16:36:07 +01:00
207cbfd3cf That old X,Y coordinates generation using that ugly way was a real sh*t.
Now it is ways better (it simply does `random number` modulo `screen rows`
- or columns, depends).

There also was an error in comparing snakeX,Y with new piece of food's X,Y
Now really fixed (I hope, at least, since the bug is terribly difficult to
reproduce)

Also improved printing routine: now it can print general hexadecimal numbers,
and can locate them everywhere across first line (and beyond also, since it
is not checked, but if you do, you are a moron). Simply put byte to be print
in accumulator, column in Y index, and then jsr.
2017-12-22 16:21:19 +01:00
61a1c140f4 Probably fixed rare bug:
the pseudo-random routine pseudo-randomly generated X,Y for new piece of food
that corresponded to immediately next snake head position.
This X,Y resulted empty when checked in the routine, but suddenly after it
is overwritten with snake head, so food simply disappears.
This leads to impossible game play, because no new pieces of food are
generated if no food is previously eaten, but there is no food to eat, so...
Hope to have fixed.
2017-12-22 12:30:42 +01:00
53b3e700ca Updated comments on eat-food and self-eat detection 2017-12-22 12:14:37 +01:00