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Santa, Fire Whirr, always async fade in credits
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andwn committed Mar 27, 2017
1 parent ab4d8cc commit 424a526
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Showing 6 changed files with 17 additions and 15 deletions.
9 changes: 1 addition & 8 deletions README.md
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Expand Up @@ -40,14 +40,7 @@ To activate Stage Select: 🡩 🡫🡨 🡪 A + Start. Like Sonic.

## FAQ
#### Why?
Not sure myself but it's fun in a way.

#### Something is wrong. What DO?
Open an issue if one doesn't already exist, unless

- It's because of a hardware limitation, but if you have a realistic suggestion to improve it go ahead.
- It has to do with the following parts which are not ready for testing: Undead Core, Credits, Hell
- It's a bug that exists in the original Cave Story. [Example](https://www.youtube.com/watch?v=HFzS0bpc5kA)
To learn MD dev mostly.

#### Will you release this on cartridge?
No. Nicalis would sue me.
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4 changes: 2 additions & 2 deletions doc/DIFFERENCES.md
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Expand Up @@ -5,7 +5,7 @@ This file is where I list off the differences in this port and why.
- The resolution is 320x224 on NTSC, so there will be an extra bit of scrolling.
- I got a bit creative with the sprinkler effect to avoid lag. There are less particles and they alternate visibility.
- The message box disappears on fade out, but text is still visible. The way that works is actually that the color white in the main palette is kept white, as a result you can see the white of the HUD during fades too.
- Where Courier New was used in the original game I am using the default 8x8 SGDK font. The font may change but it will likely still be 8x8.
- The font is 8x8 where the original was more like 6x8.
- CSMD uses a simple palette fade instead of the original effect which is very difficult to emulate on the hardware.
- The water "foreground" is in back of the foreground map tiles. I believe this is technically possible to fix but would add too much complication to the stage/background logic (swapping the planes they use for 2 maps only).
- The original game uses many off-shade colors that don't exist in a 9-bit colormap.
Expand All @@ -25,4 +25,4 @@ This file is where I list off the differences in this port and why.
- EggX and EggX2 are the same PXM with the tileset split into 2.
- TSC are converted to a custom [bytecode](../tools/tscomp/tscomp.c).
- The game is using the Aeon Genesis English translation. I have no plans on supporting other languages, but might if I get bored one day.
- One line of text has been edited for length (Silver Locket description).
- Some bits of text (mainly item descriptions and credits text) have been edited to reduce length
14 changes: 11 additions & 3 deletions doc/VRAM.md
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Expand Up @@ -46,10 +46,13 @@ The window uses this area to display the "Yes/No" prompt, cursor, or the item pi
It could potentially collide with the above I'm just hoping that doesn't happen for now.

#### TILE_FONTINDEX
This is the 32-127 ASCII font included with SGDK. In game a blue background version is used.
Glyphs to represent the ASCII range 32-127. In game a blue background version is used.
The blue version also replaces the equal sign with a filled circle.

#### Address 0xB000 - PLAN_W (64x32)
#### Address 0xB000 - PLAN_WINDOW (64x32)

#### Bottom 2 rows of PLAN_WINDOW (TILE_SLASHINDEX)
Since this never gets displayed on the screen I put the Blade Lv3 slash here (8 tiles)

#### Address 0xC000 - PLAN_B (64x32)

Expand All @@ -67,6 +70,11 @@ Space for 64 tiles between PLAN_A and the sprite list/hscroll table.
- 16 tiles to display float text (numbers like '-127') for up to 4 objects at once
- 28 tiles for smoke animation
- 9 tiles for the blue window border/skin
- 7 tiles for the AIR display (during hell, replaced by timer)
- 8 tiles for either the AIR display or the counter in Hell
- 1 tile for question mark (TODO)
- 2 tiles for Whimsical Star (TODO)

#### Address 0xF800 - HSCROLL and sprite list

#### Address 0xFE80 (TILE_NEMINDEX)
Similarly to the Blade slashes, the vertical sprite tiles for Nemesis bullets go here (12 tiles)
1 change: 1 addition & 0 deletions src/ai/balcony.c
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Expand Up @@ -438,6 +438,7 @@ void ai_mimiga_caged(Entity *e) {
e->state = 1;
e->x -= (1 << CSF);
e->y -= (2 << CSF);
if(e->type == OBJ_SANTA_CAGED) e->y -= 4 << CSF;
}
case 1:
{
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2 changes: 2 additions & 0 deletions src/ai/maze.c
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Expand Up @@ -816,6 +816,8 @@ void ai_firewhirr(Entity *e) {
}
break;
}
e->x += e->x_speed;
e->y += e->y_speed;
}

void ai_firewhirr_shot(Entity *e) {
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2 changes: 0 additions & 2 deletions src/vdp_ext.c
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Expand Up @@ -63,10 +63,8 @@ uint16_t* VDP_getCachedPalette() {
}

void VDP_flashWhite() {

VDP_setPaletteColors(0, PAL_FullWhite, 64);
VDP_fadeTo(0, 63, VDP_getCachedPalette(), 10, TRUE);

}

// Number draw functions
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