final v1.3
fixed glitching when start+select+option pressed when phase text shown
fixed strange error level 2 wave3 - enemies starting point is somehow shifting towards the castle - fixed by adjusting the wave_data for particular wave
added level unlocking / starting from any level up to higher reached
implemented neighboring matrices for all 4 levels
added neighboring matrix based controls (so far level1 only)
final 1.2 version
Fixed ntsc instruction+space - sometimes stops scrolling
fixed NTSC crash on DEFEAT! (50% probability) - it was due to jumping to DLI without preceeding VBI (which sets DLI vector)
Final v1.2
fixed sidebar stats reset/set when getting to next level
added arrows controls to game and menus, added consol control to game menu
added next level jingle
fixes
transitions title<->game are clean now
added initializations for DISK (atr) ...there were some uninitialized data causing issues
ntsc music speed adjustments
Updated to v1.2 - also in title screen, changed RMT stereo playback
small tweaks to font (instructions)
fixed NTSC titlescreen glitch
added SAP module for ASMA
v1.1 - Final
removed remaining transition glitches
progress stats are working correctly
working on additional stats, enemies killed percentage works, progress percentage is buggy
added v1.1 indicator into game title
tuned up the SFX (error sound when tower cannot be upgraded or built)
fixed hitsprite glitch
fixed tower3(and 2) bullet leftover by uncommenting some code part that i did not know what was it for :)
fixed pmg glitch when statusbar shown on phase change
added forgotten "disable basic rom" during init
ABBUC version done
high score/last score is working ... rest of statistics omitted in ABBUC version (no time to code it)
gamecycle looks good
menu is working, instructions scroll is ok
moved splashscreen to init... lot of memory jugglig to enable loading of the rest afterward the splash.
updated g2f splashscreen picture, it did not fit the memory - have to be part of initalization
finished init screen
sfx implemented, error sound is missing
final splash screen added as G2F, needs to be implemented to the game
working on SFX, still failing miserably
added loading screen (just something rough) + fixed game initialization (messed up path and sprites)
splashscreen added and it fits to memory!
packed the title logo data
packed RMT music
moved scroll texts to different file and deflated, inflated to game videoram during title screen loop
renamed main source file from cdcode.asm to CastleDefender.asm
rmt player + music added (roughly)
designed main menu screen, updated logo
Lot of work on title screen has been made...
working on title screen
removed logo PMG animation, finished level colors routines
initialized missiles (status columns) not needed - some acorn leftover ("decenders") was causing glitch - fixed now
replaced fade_out_to_black rutine + some logo color adjustments
working on colored logos
level fade in/out implemented
working on level colors
small fixes to game over animation
fixed pmg garbage at the bottom of the screen when logos are to be displayed
adjustments to next level
working on logos implementation, some fixes required
removed acorn logos code and data + added atari data (code is TODO)
logos replaced
exported logos videorams... todo: convert to atari
advance to the next level works now
implemented parametrized level inflater - level switching causes crash
pmg inflate fixed
gazillion changes to memory management of the game. lot of explicit addressing replaced by relative stuff, merged data areas, correctly defined uninitialized areas (dta -> .ds). Lot of data inflated on the go...
added some packed data. TODO: consolidate the data blocks
again lot of fine tuning of all pmg overlays
updated level3 pmg overlay (not yet finished)
alternate cursor frame (odd x) works correctly
level3 issues with very top tower fixed
dots drawn correctly for non-shifted towers
odd x-placed towers are drawn correctly now
fixed enemy(sprite) movement to the left
missing level4_1 files added
performed manual gfx changes to level4 using g2f
updated level_generator.php with multiple color options (defined separately on each level)
added all 4 levels incl. PMG overlay... not finished yet
updated data_relocator.asm with all level data, but inflate of level not yet implemented in cdcode.asm
inflater routine added, waves are now loaded (inflated) dynamically... so it is possible to play level1 completely
fixed wave_data_splitter.php, added build.cmd to generate wave files
started working on level2 design
fixed full speed glitch when any statusbar is shown - fixed by removing 'sta wsync'
fixed PMG overlay for level1, pmg editor adjusted
changes to pmg editor, small fixes in pmg overlay on level1
fixed status window at the beginning (it was empty for couple seconds)
fixed timing - level X phase Y shown on normal level screen, no glitches anymore
level wave text shown on the top of the screen
controls are working (statusbar + playfield) incl. joystick
statusbar recreated to the atari visual
enemybar/statusbar DLI consistent now
change enemybar with atari fonts and different colour combination
statusbar selection behaves as expected, however selection actions not yet hooked
bottom statusbar dli seems to be done
changes to controls (statusbar) in progress
working on controls - statusbar on/off controlled by shift key