Wednesday, June 25, 2025

(C64) What initiates exit III

It is a sport I have been engaged on, between numerous different initiatives, since 2016 (after releasing its little 16 kB brother). As we speak I launched a brand new playable preview, and I believed I might open a thread right here.

(C64) What initiates exit III







https://retream.itch.io/quod-init-exit-iio

CHANGELOG (for the reason that 2020.03.21. preview)

* Made Zampo soar solely when he isn’t shifting upwards already (earlier than, if Zampo’s
legs had been on a strong tile whereas he was already shifting upwards and the joystick
was pushed up, he would soar once more, thus persevering with the upwards motion; this
elevated the possibilities of undesirable double-jumps).
* Modified the portals/teleporting behaviour:
* when Zampo makes use of a portal, he’s now robotically teleported to the suitable
location (this simplifies the gameplay, as earlier than misusing portals was too
punishing – i.e. it made finishing a zone unattainable);
* they’re now activated with (DOWN) insted of (FIRE) to scale back the probabilities
of activating portals unintentionally (as (FIRE) is used for turbofarting,
whereas (DOWN) is used for ducking, which is a a lot much less frequent motion).
* Accelerated the relocation of Zampo to checkpoints.
* Labored on the collision detection towards the background:
* made extra exact and relative to Zampo’s motion and side;
* prolonged the detection space for some tiles, in order that selecting up gadgets and
working switches is simpler.
* Labored on meals/drink gadgets:
* added 3 new sorts (which impacts the gameplay, because it makes the looks
of the spinach can and of the Gasorade bottle much less possible; this has been
counterbalanced with the next modifications);
* made the Gasorade bottle restore the turbofart meter completely;
* made the cake (one of many new gadgets) restore the stomach meter completely;
* averted that they spawn on some tiles the place they’d be uncatchable;
* redrawn the spinach can.
* Labored on the PIG-OF-GOLD mode:
* enlarged the world checked for the activation, in order that Zampo not
requires to be positioned too exactly;
* averted that it’s re-activated when it’s already energetic not solely as a result of
conceptually it is senseless, but in addition as a result of it might intervene with
the PIG-OF-STEEL mode.
* Added the PIG-OF-GOLD and PIG-OF-STEEL modes tunes.
* Added a easy sound impact for teleporting (music will get paused within the
in the meantime; that is the one case the place a sound impact is used; the reason being
that it’s the easiest and least memory-hungry approach to susped the PIG-OF-GOLD
and PIG-OF-STEEL modes tunes, when such modes are energetic a portal is taken;
anyway, it’s fairly applicable as Zampo, when teleporting, is certainly in a
type of suspended state).
* Added the zone exit icon (a thumb-up icon that blinks always to point
the purpose Zampo has to succeed in after amassing all of the potties).
* Prolonged the tile-related occasions triggering mechanism (and used it for numerous
functions within the present maps).
* Added a mechanism for making a swap seem with a short blinking.
* Added a mechanism for making a generic tile blink.
* Added a mechanism for performing real-time, progressive, arbitrary modifications to
reminiscence (and used it for numerous functions, particularly within the present maps).
* Sped up the elimination of boundaries by 1 body per tile.
* Reworked the dealing with of Zampo’s look by implementing a centralized
mechanism which:
* takes a number of cycles extra, however saves reminiscence and makes the code cleaner;
* permits every tile to have lighting properties;
* permits checkpoints, portals and portals locations to be additionally in locations
the place the lighting is shady/darkish;
* solves (elegantly) the clashes between the GOLD and STEEL modes comparatively
to Zampo’s colours;
* offers a centralized approach to make Zampo flash.
* Slown down the flashing of Zampo when the PIG-OF-STEEL mode is about to finish.
* Made Zampo say: “YEA” when he catches the cake; “WOW” when he catches the
Gasorade bottle or the spinach can; “YUM” when he catches one other meals merchandise.
* Ensured Zampo is seen when a sport is aborted.
* Slown down the blinking of potties.
* Labored on baddies:
* added 2-frame animations;
* added the “explosion” animation.
* Added (help for) dynamic tilesets.
* Made the head-up show taller to make room for the knowledge relative to
the zone-specific options.
* Mounted Zampo’s X pace in couple of locations (it was 1/16 off because of an inverted
signal).
* Mounted the Zampo Y correction comparatively to collisions with obstacles above (it
pushed Zampo 1/32 pixels under the character he was in, as an alternative of retaining
him in that character by simply 1/32 pixels).
* Mounted the baddies X initialization (the spawning code is distributed throughout
a number of frames to unfold the load, however it outlined the X earlier than the ultimate
place was validated; provided that, in the mean time, the display screen most probably
scrolled, on the time of spawning the X might have been unsuitable – and thus
induced the baddies, in some circumstances, to seem out of nothing).
* Mounted the sprites clipping code (the truth that the display screen is narrower/shorter
because of scrolling was not taken into consideration due to some incorrect labels and a
fixed was off by 1).
* Mounted the bug that allowed to make use of the portals frames to teleport.
* Mounted the horizontal alignment of icons within the head-up show (was off by 1
pixel to the left).
* Mounted/optimized some devices in music.
* Prolonged/improved the intro textual content.
* Wrote the outro textual content.
* Modified the design of the ‘I’ within the brand, to match the font’s  (which wants
that letter to be simply readable).
* Saved some reminiscence by shifting some sprites graphics and different information to the unused
house within the charset.
* Made many pace and reminiscence optimizations.
* Made the (F1) verify within the pause routine extra sturdy (the CIA registers had been
accessed repeatedly, however my C64 didn’t prefer it).
* Renamed meters:
* “stomach satisfaction meter” -> “stomach meter”;
* “turbofart cost meter” -> “turbofart meter”.
* Renamed the FACTORY zone because the TOWERS zone (as now there’s an concept of the way it
will play and appear like).
* Made a number of different minor modifications.
* Labored on the FUN PARK zone:
* began the map;
* added “FUN” to the title.
* Labored on the CLIFFS zone:
* added the cross subquest;
* added 2 checkpoints to make it simpler;
* improved/enriched the map;
* improved the graphics.
* Labored on the FORTRESS zone:
* improved/enlarged/accomplished the map;
* made the map simpler;
* added the celebrities & hidden switches puzzles;
* improved/prolonged the graphics.
* Labored on the frontend:
* made it current by default the final merchandise/zone performed;
* inverted the zone choice controls (now: (UP) -> subsequent zone, (DOWN) ->
earlier zone);
* modified colours of unselected icons.
* Labored on the textual content reader (utilized by quickstart information, intro and outro):
* rewritten in meeting (it was a mixture of BASIC-BOSS and machine language, as
it was an adaption of the textual content reader utilized by MAH);
* added 0.5 traces spacing for simpler studying;
* compacted the info and reorganized the reminiscence allocation to scale back drastically
the scale of the binaries;
* made it quicker;
* lowered the rendering glitches as a lot as attainable (with out resorting to
buffering – double buffering would gradual scrolling and triple buffering
appears overkill, though it stays an possibility for the longer term).
* Labored on the documentation:
* renamed the discover as “quickstart information”;
* improved/up to date/prolonged the quickstart information and the handbook.

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