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 transferring upwards already (earlier than, if Zampo’s
legs had been on a stable tile whereas he was already transferring upwards and the joystick
was pushed up, he would soar once more, thus persevering with the upwards motion; this
elevated the probabilities of undesirable double-jumps).
* Modified the portals/teleporting behaviour:
* when Zampo makes use of a portal, he’s now mechanically teleported to the proper
location (this simplifies the gameplay, as earlier than misusing portals was too
punishing – i.e. it made finishing a zone not possible);
* they’re now activated with [DOWN] insted of [FIRE] to scale back the possibilities
of activating portals unintentionally (as [FIRE] is used for turbofarting,
whereas [DOWN] is used for ducking, which is a a lot much less widespread motion).
* Accelerated the relocation of Zampo to checkpoints.
* Labored on the collision detection in opposition to the background:
* made extra exact and relative to Zampo’s motion and side;
* prolonged the detection space for some tiles, in order that choosing up objects and
working switches is simpler.
* Labored on meals/drink objects:
* added 3 new varieties (which impacts the gameplay, because it makes the looks
of the spinach can and of the Gasorade bottle much less seemingly; this has been
counterbalanced with the next modifications);
* made the Gasorade bottle restore the turbofart meter fully;
* made the cake (one of many new objects) restore the stomach meter fully;
* prevented 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 realm checked for the activation, in order that Zampo now not
requires to be positioned too exactly;
* prevented that it’s re-activated when it’s already lively not solely as a result of
conceptually it is mindless, but in addition as a result of it may intrude 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 strategy to susped the PIG-OF-GOLD
and PIG-OF-STEEL modes tunes, when such modes are lively a portal is taken;
anyway, it’s fairly acceptable as Zampo, when teleporting, is certainly in a
sort of suspended state).
* Added the zone exit icon (a thumb-up icon that blinks consistently to point
the purpose Zampo has to succeed in after accumulating 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 change seem with a quick 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 limitations by 1 body per tile.
* Reworked the dealing with of Zampo’s look by implementing a centralized
mechanism which:
* takes a couple 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;
* supplies a centralized strategy 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 recreation is aborted.
* Slown down the blinking of potties.
* Labored on baddies:
* added 2-frame animations;
* added the “explosion” animation.
* Added (assist for) dynamic tilesets.
* Made the head-up show taller to make room for the knowledge relative to
the zone-specific options.
* Fastened Zampo’s X velocity in couple of locations (it was 1/16 off as a consequence of an inverted
signal).
* Fastened the Zampo Y correction comparatively to collisions with obstacles above (it
pushed Zampo 1/32 pixels beneath the character he was in, as an alternative of conserving
him in that character by simply 1/32 pixels).
* Fastened the baddies X initialization (the spawning code is distributed throughout
a number of frames to unfold the load, nevertheless it outlined the X earlier than the ultimate
place was validated; provided that, in the mean time, the display screen almost definitely
scrolled, on the time of spawning the X may have been unsuitable – and thus
precipitated the baddies, in some circumstances, to seem out of nothing).
* Fastened the sprites clipping code (the truth that the display screen is narrower/shorter
as a consequence of scrolling was not taken under consideration due to some mistaken labels and a
fixed was off by 1).
* Fastened the bug that allowed to make use of the portals frames to teleport.
* Fastened the horizontal alignment of icons within the head-up show (was off by 1
pixel to the left).
* Fastened/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 transferring some sprites graphics and different knowledge to the unused
area within the charset.
* Made many velocity and reminiscence optimizations.
* Made the [F1] examine 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 may be an thought of the way it
will play and seem like).
* Made a couple of different minor modifications.
* Labored on the FUN PARK zone:
* began the map;
* added “FUN” to the identify.
* 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 strains spacing for simpler studying;
* compacted the information and reorganized the reminiscence allocation to scale back tremendously
the scale of the binaries;
* made it quicker;
* lowered the rendering glitches as a lot as doable (with out resorting to
buffering – double buffering would gradual scrolling and triple buffering
appears overkill, though it stays an possibility for the long run).
* Labored on the documentation:
* renamed the discover as “quickstart information”;
* improved/up to date/prolonged the quickstart information and the handbook.