I implemented dynamic exits (commit: https://github.com/colinleroy/a2tools/commit/ff28f3b1ce923d93dd93836dd933a74f54e4a545) so I added exits on the left of levels too, allowing to revisit levels (commit: https://github.com/colinleroy/a2tools/commit/f8be708eb1426c1d21b94530b17d5b42a6c0c1db).
Time bonus is only counted once otherwise it's too easy!
Level state resets when we come back to one, but that's fine by me.
(Edit: and this demo showed me a wrong hitbox on level 3's table hitbox, so commit: https://github.com/colinleroy/a2tools/commit/291e624951a68c296018c6e6b6f755b91d300bde)
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:11 JST Colin McMillen
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:12 JST Colin McMillen
So, with the possibility to ship 30 levels, tonight's work is cut out for me : I'll replace the "go to next level when the plane X reaches the right of the screen" with configurable level exits, as in the original game
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:13 JST Colin McMillen
The only annoyance is that it requires 4kB of memory to store the compressed data before decompressing it in one go.
I should look into making it work with a 1kB buffer and decompressing in multiple reads. That's probably not obvious.In conversation permalink -
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Colin McMillen (colin_mcmillen@piaille.fr)'s status on Sunday, 16-Mar-2025 22:02:14 JST Colin McMillen
It even helps with loading times! The floppy is slower to read 11-13 more blocks than the decompressor takes!
Double win.(sorry for the flicker in the video)
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