Commit message (Collapse) | Author | Age | Files | Lines | |
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* | readmeHEADmaster | Jesse Luehrs | 2014-10-13 | 1 | -0/+4 |
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* | use nestopia for running | Jesse Luehrs | 2014-10-13 | 1 | -1/+1 |
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* | make it look slightly more like an apple | Jesse Luehrs | 2014-10-13 | 1 | -0/+0 |
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* | don't need a two-byte address here | Jesse Luehrs | 2014-10-13 | 1 | -1/+1 |
| | | | | | | i think that's how this works? the goal is to enforce zero-page addressing for these vars, but not sure if that happens automatically or what | ||||
* | hide score sprites on the main screen | Jesse Luehrs | 2014-10-12 | 1 | -14/+17 |
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* | handle pausing the game | Jesse Luehrs | 2014-10-12 | 1 | -2/+30 |
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* | start the ppu dma at the beginning of nmi, not the end | Jesse Luehrs | 2014-10-12 | 1 | -6/+5 |
| | | | | | just to ensure that it has enough time (probably not an issue, but why not) | ||||
* | draw the score | Jesse Luehrs | 2014-10-12 | 2 | -0/+67 |
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* | frame skip should be reset on every new game | Jesse Luehrs | 2014-10-11 | 1 | -2/+3 |
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* | oops, this isn't necessary anymore | Jesse Luehrs | 2014-10-11 | 1 | -5/+1 |
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* | simplify a bit more | Jesse Luehrs | 2014-10-11 | 1 | -16/+15 |
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* | move all game logic out of the nmi interrupt | Jesse Luehrs | 2014-10-11 | 1 | -25/+57 |
| | | | | | | drawing is now done in the main game code, by writing into the $07 page, and the nmi interrupt now just steps through that page and does the drawing actions described there | ||||
* | this indirection is no longer necessary | Jesse Luehrs | 2014-10-11 | 1 | -3/+1 |
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* | move apple drawing out of the nmi interrupt | Jesse Luehrs | 2014-10-11 | 1 | -16/+18 |
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* | use a more gradual ramp up for speed | Jesse Luehrs | 2014-10-10 | 1 | -4/+15 |
| | | | | geometric instead of arithmetic progression, via a lookup table | ||||
* | don't place an apple on the snake body | Jesse Luehrs | 2014-10-10 | 1 | -0/+8 |
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* | implement collisions with the snake body | Jesse Luehrs | 2014-10-10 | 1 | -2/+70 |
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* | refactor the snake body memory to fix a bunch of bugs | Jesse Luehrs | 2014-10-10 | 1 | -42/+45 |
| | | | | | | | use two separate 256-byte ring buffers (one for x and one for y) instead of one big 512-byte ring buffer where coordinates are stored next to each other. this allows wraparound arithmetic to actually do the right thing rather than requiring a bunch of special handling | ||||
* | speed up the snake as the game goes on | Jesse Luehrs | 2014-10-09 | 1 | -2/+7 |
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* | need to handle carrying here | Jesse Luehrs | 2014-10-09 | 1 | -0/+8 |
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* | dma, not dmi | Jesse Luehrs | 2014-10-09 | 1 | -2/+2 |
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* | also erase old sprites from the tail | Jesse Luehrs | 2014-10-09 | 1 | -51/+72 |
| | | | | this breaks startup somehow, but only sometimes | ||||
* | move snake drawing to the background layer | Jesse Luehrs | 2014-10-09 | 1 | -9/+52 |
| | | | | | | since we can only have 8 sprites per scanline and 64 sprites total this implementation doesn't erase old tiles yet | ||||
* | better random number generation | Jesse Luehrs | 2014-10-09 | 1 | -35/+38 |
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* | make sure the rng state doesn't go to 0 | Jesse Luehrs | 2014-10-09 | 1 | -1/+2 |
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* | if the length is 256, you win | Jesse Luehrs | 2014-10-09 | 1 | -0/+2 |
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* | let the snake eat the apple | Jesse Luehrs | 2014-10-09 | 1 | -18/+41 |
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* | start making the snake use a ring buffer | Jesse Luehrs | 2014-10-09 | 1 | -0/+11 |
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* | add an apple in a random location | Jesse Luehrs | 2014-10-09 | 2 | -2/+27 |
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* | simple rng | Jesse Luehrs | 2014-10-09 | 1 | -0/+38 |
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* | these are alrady initialized to 0 just before | Jesse Luehrs | 2014-10-08 | 1 | -6/+0 |
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* | start refactoring to allow storing the entire snake in memory | Jesse Luehrs | 2014-10-08 | 1 | -12/+19 |
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* | use a smaller screen | Jesse Luehrs | 2014-10-08 | 1 | -9/+9 |
| | | | | this will fit into ram more easily | ||||
* | make a struct for screen locations | Jesse Luehrs | 2014-10-08 | 1 | -22/+25 |
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* | adjust the y offset for the snake sprite | Jesse Luehrs | 2014-10-08 | 1 | -2/+3 |
| | | | | | apparently the background sprites don't align on 8 pixel boundaries in the y axis? not sure why | ||||
* | reset the snake position on game start | Jesse Luehrs | 2014-10-08 | 1 | -0/+4 |
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* | don't draw the snake when on the title screen | Jesse Luehrs | 2014-10-08 | 1 | -1/+12 |
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* | draw the game screen | Jesse Luehrs | 2014-10-08 | 2 | -3/+75 |
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* | draw the background for the main screen | Jesse Luehrs | 2014-10-08 | 1 | -5/+57 |
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* | add some character glyphs to the chr rom | Jesse Luehrs | 2014-10-08 | 1 | -0/+0 |
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* | start using folds to try to keep things under control | Jesse Luehrs | 2014-10-06 | 1 | -69/+78 |
| | | | | | eventually i should figure out how to split things out into different files, but not today | ||||
* | refactor | Jesse Luehrs | 2014-10-06 | 1 | -4/+12 |
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* | check for collisions against the (currently invisible) wall | Jesse Luehrs | 2014-10-06 | 1 | -0/+19 |
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* | add a (blank) start screen | Jesse Luehrs | 2014-10-06 | 1 | -3/+29 |
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* | stop using named labels for short loops | Jesse Luehrs | 2014-10-06 | 1 | -9/+8 |
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* | remove inaccurate comment | Jesse Luehrs | 2014-10-06 | 1 | -3/+1 |
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* | restructure code to move things out of the nmi interrupt | Jesse Luehrs | 2014-10-06 | 1 | -30/+50 |
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* | oops, copied too much | Jesse Luehrs | 2014-10-06 | 1 | -20/+0 |
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* | copy over some changes from the project skeleton | Jesse Luehrs | 2014-10-06 | 4 | -32/+67 |
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* | optimize snake movement a bit | Jesse Luehrs | 2014-10-05 | 1 | -29/+19 |
| | | | | do some bit fiddling rather than a case statement |