From: Mischa Poslawsky Date: Fri, 22 Oct 1999 11:03:52 +0000 (+0200) Subject: version 0.95: bosses, bullet upgrades, hiscore name X-Git-Url: http://git.shiar.net/nemesis.git/commitdiff_plain/b8db53984e76eb9e413a2c8c40863b326dcb4d37?hp=b8db53984e76eb9e413a2c8c40863b326dcb4d37 version 0.95: bosses, bullet upgrades, hiscore name + BOSSES! at the end of a level a huge enemy will appear * bosses will move towards you, slowly. level=done when boss destroyed + normal enemies can also try to ram your ship (like bosses do) * when colliding with an enemy, his armor will decrease (if any) ^ point release .A13 # fix: bullets at right side weren't removed on time (1pix too late) * each level has it's own boss + your bullets can have different speeds/directions + third icon selects bullet-upgrade: single, faster, double, triple * number of bullets varies per bullet-class (type 1 is max. 2 bullets) * all temp. vars are stored in TEXT_MEM and TEXT_MEM2 (anti-crash:) ^ point release .A17 # vertical line next to score at game over screen removed (minor) # some unintended pixels at icon bar now gone (joy, joy) # number of bullets of a new weapon is loaded correctly # cleans GRAPH_MEM (Graph-screen) and TEXT_MEM (calculate screen)! # data not stored at TEXT_MEM2 but now at _asm_exec_ram+5100 ^ point release .A18 * total size of enemy-sprites can now be 510 bytes (space = doubled!) # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses! * at g/o or nextlevel checks for keys released instead of waiting abit + name stored with hiscore (max. 8 chars, Shiar.95 by default) + when entering hi-name DEL goes back one char (with check 4 no chars) # program is reloaded at start so some score-bugs solved! (_asapvar=0) * at death, upgrades and pickups AREN'T removed! (just armor=0) # bullet is not displayed after being removed anymore # armor-icon stays hilighted when armor is decreased * when stars move off screen, they are placed at a NEW y-pos! * the starting x-positions of stars are not random, so the stars are spread all over screen. y is still random and changes during game * make_random functions smaller and used by different procs # MAJOR BUG! a "random" value was placed somewhere in mem thus creating bugs like unexplained loss of armor and stuff! ^ point release .A22 ---