diff --git a/README.md b/README.md index f667a0b..0bfdab5 100644 --- a/README.md +++ b/README.md @@ -1,8 +1,116 @@ # Avery Breakout - A very break out game proto + A very break out game proto. Name is a homage to Mr. Avery Lee, also known as (phaeron)[https://forums.atariage.com/profile/16457-phaeron/] + Thank you Avery for everything you are doing for this small community. + +I have shown engine protos before, but it was not a real game, just a few bouncing balls. + +(Pecus)[https://github.com/Pecusx] for the rescue! In a couple of evenings we were able to transform it into a (hopefully) playable game. + +Music and SFX by Alex, his first RMT attempt :) -Second place in the game compo in PSA 2020 virtual SARS-2 demo party. The `backup` folder contains easier to play hi-res, b-w version. -Looking for art input to transform it to a full smallish silly game. + + + + +T021: balls are ferking stick to the right part of the screen... +T023: find and set few nice starting points and speeds to be rotated (remove not really sexy random start) +T025: do nice game over (when not clear) +T026: do nice "ALL CLEAR" screen + +T028: (idea) spinning the ball - when ball bounces the racquette when it is moving, dX adds or subs + +2020-05-13 +Second place in the game compo in PSA 2020 virtual SARS-2 demo party. + + +Changes: + +2012-02-16 +Fork to the colour version. (averybreakout.asm) Graphics mode tests. + + +build 023: 2010-06-26 + + idle ball delay loop shortened to 75 loops for a smoother experience +T027: when ball is down out of the screen and the racquette is over it, it bounces. + Need to add a check for it! (no bounces when out of the screen) + +build 022: 2010-06-24 +T022: when balls disappear, their traces should disappear, too, even when a new ball is NOT created + now the dead pixels disappear only when a new ball is created. + It has been done by expanding the bottom area, so the balls are going down. + Screen had to been cut 10 lines. Not a big deal. +T024: detect the ending + Detected (gameIsNotOver label). + + +build 021: 2010-06-21 ++ apparently the slowest part of the engine is eXistenZcheck - rewrite as a simple stack! + as usual, it was not as simple as thought previously... But works now! + Will be easier to clear traces of the dead balls now. + +build 020: 2010-06-02 ++ when the racquette is max to the right it does not bounce balls! ++ still problems with racquet + solved - pos+size was >$ff ++ very fast balls get through the left-right side borders + solved by a better usage of "maxSpeed" + +build 019: 2010-05-27 ++ alive balls are somewhere in the outer space - check where and fix + where: YposTableH -- 00 -- 08 most 01, XposTableH - FF, FE, 00, 01 + basicaly these are places where a ball should never be! + One fix let other "outer-space" related buggies die, too. + The problem was that bouncing ball got behind the border and started to bounce + there and forth outside the screen. Fix - bring it back on the playfield. ++ balls are created somewhere outside the screen ++ when balls disappear, their traces should disappear, too (now 1 pixel stays on screen) ++ high dX balls were sticking to Vborders. Fixed by increasing the margin + +build 018: 2010-05-26 ++ 1 pixel out of the deleted bunch stays forever (erase/store sequence was invalid) + + +build 017: 2010-05-25 ++ too few high dX balls +x low-priority: rewrite memorytables to use lda (zpage,x) addressing (cool:) + Turned out not to be such a low-priority job as wrong sequence of writes + to memorytables make one pixel staying on the screen. Rewrite to simplify! + Turned out that indirect X addressing is not good for it and this is closed. + +build 016: 2010-05-24 +Forgot about documenting updates... +Basically the game is close to the end, but number of small issues emerged. ++ racquette is too slow (and it was such a work to make it 1-px smooth...) + +build 006: 2010-05-12 +Collision detection +Ough... turned out to be way more difficult than expected, but now collisions are detected and balls are bouncing! + +build 005: 2010-05-10 +Snake like plot memory! Lots and lots of pixels, less balls (64 is the max...) + + +build 004: 2010-05-09 +Multiple ballz + + +build 003: 2010-05-08 +Feeling bouncy +simple boundary bounces work nicely. +Unfrtunately number of draws per frame dropped to circa 70. +I guess 64 will be an achievement for 2 frames. + +build 002: 2010-05-06 +MADS rewrite :-] +;bare plots get circa 320 pixels per frame. I will go for 128 pix max now + + +build 001: 2010-05-04 + +First try: +Strip scorch sources to get clean gr.8 screen. +(and PLOT) +Basic idea: http://wonderfl.net/c/tNGi/fullscreen