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.
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.
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 …
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 …