Blogs

Size does matter

October 11, 2017 Retro Ports

Finally, I’ve implemented the exploding ship routine! I had even avoided it on the Apple IIGS version which, of course, remains incomplete at this point. It’s complicated, it’s messy, it’s slow – but I get the same results as Norbert, sans graphical bugs.

When it comes time to implement it ‘properly’ …

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Blogs

Another last word on explosions

October 11, 2017 Retro Ports

After adding the thrust (pixel) rendering, I decided to bite the bullet and implement the ship explosion to round off the port before I move on to optimisations for the Coco3.

I’ve ported all the original code, despite the fact that one of the routines isn’t required for the Coco3 (or …

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Blogs

A last word on explosions.

October 10, 2017 Retro Ports

I’ve finished the RE of the exploding ship routines, both in the original and Norbert’s emulator.

Norbert patches the explosion routine to call his routine to render a piece – using intermediate results from the caller – and then jumps back to the original routine. There’s a decent amount of code …

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Blogs

High scores and exploding ships

October 9, 2017 Retro Ports

Some progress in a couple of areas.

Firstly, the high score display/entry is now fully debugged. IIRC there were at least 5 bugs in the code; not completely unexpected since – by necessity – I ported pretty much all of the code in one go before being able to test any …

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Blogs

The Universe conspires!

October 6, 2017 Retro Ports

I’ve ported the remaining high score routines, which leaves just two ‘core’ routines remaining – those concerned with the explosion of the player ship. The high score routines are almost functional; they just need a bit of debugging but don’t adversely affect anything else.

So back to the mysterious end of …

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Blogs

Getting close

October 5, 2017 Retro Ports

Today I did a quick audit of what was outstanding in the ‘core’:

7x routines for high score display/entry2x routines to display exploding player ship
There’s also a few routines not strictly necessary for game play, but will likely be implemented at some stage to round off the port:
4x sound routines4x sundry …

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Blogs

Mostly Playable.

October 4, 2017 Retro Ports

Quick update on the Coco3 port of Asteroids tonight.

Have managed a few sessions over the last few days…
Fixed score displayFixed end-of-wave detectionAdded shots (player & saucer) and fixed shot directionAdded shrapnel (explosion) rendering Added end-of-game detectionAdded hyperspace
The game is all-but-playable now. Although it detects and displays Game Over, it …

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Blogs

Return To Asteroids!

September 29, 2017 Retro Ports

Today I finally returned to Asteroids, as promised for so long. Specially, the 6809 port to the Coco3. After spending 20 minutes familiarising myself with where I was up to all those weeks ago, I managed to fix the bug that I introduced with the last addition of code, which …

Blogs

Star Wars. Software Developer Kit.

September 22, 2017 Retro Ports

Firstly, although I have not been working on Asteroids lately, I would like to reiterate that the Apple II and Coco3 ports of Asteroids are still very much alive. In fact, I’m about to return to the Coco3 port – which is about 50% complete – very soon.

So, what’s up …