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describe changes through 463ba48
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pinobatch committed Feb 20, 2019
1 parent 463ba48 commit 9e99eff
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Showing 3 changed files with 18 additions and 8 deletions.
20 changes: 15 additions & 5 deletions CHANGES.txt
Original file line number Diff line number Diff line change
@@ -1,14 +1,24 @@
0.04 (future)
0.04 (2019-02-xx)
* A+B+Select+Start during gameplay to reset
* Combo counter shows number of tracks laid without hesitation
* Display achievements when they are earned:
- Completionist (100% on all floors)
- Sink it (reach 100% on a dead end)
- Dash for the door (reach 100% and do not retreat or hesitate
to the exit door)
- No scope (make a circle on the Control Pad during a jump)
- No peeking (make no invalid moves, and do not pause more than
1 second at a time from the first move to the exit)
- Restless (do not hesitate from the first move to the exit)
* Build-time option to make Restless easier by changing it to a
combo threshold
* Display floor scores and achievements after completing all 5 floors
* Add achievements Completionist (100% on all floors), Sink it
(reach 100% on a dead end), and Dash for the door (reach 100% and
do not retreat or pause on way to exit)
* Popslide: Option to reduce maximum length of +32 runs and literals
to save ROM size
* Other size optimizations
* "Debughex" option to display a variable at runtime even on hardware
* Rules research: Confirm 92% chance of seeing a dead end in a game
* Docs: Add guide to encoding video with bgb
* 9540 bytes

0.03 (2018-12-11)
* Rolling and landing sound better fit the material
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2 changes: 1 addition & 1 deletion src/global.inc
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ USE_DAS equ 0
SAVE_GB_TYPE equ 0

; Do we display a variable in-game?
USE_DEBUGHEX equ 1
USE_DEBUGHEX equ 0

; Both instructions and debrief use vwf_page_init, which defines a
; plane subject to this shape
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4 changes: 2 additions & 2 deletions src/main.z80
Original file line number Diff line number Diff line change
Expand Up @@ -166,8 +166,8 @@ another_floor:
ldh [rLCDC],a

forever:
ld a,[move_flags]
ld [debughex+0],a
; ld a,[move_flags]
; ld [debughex+0],a

call move_player_anim
xor a
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