Sunday 8 October 2017

Core Mostly Done

Apart from utility routines, of which there will be several - move, collide etc. I've done a fair amount, pretty much all of the core.

First thing was a replacement of the timing system with a lot more flexible one that allows a lot more choice in speeds, but keeps the basic idea - that the timers go quickly in slow mode.

Then the select phase has been added ; when you start up it displays S 1 on the 7 segment displays and the #players and skill switches change this to S 2 F 1 or F2. Start then starts the game.

As I wrote yesterday there's a sort of very very slow task switcher in there ; whenever the player changes it swaps pages 0-2 and 5-7 round (page 3 is stuff like keys and timers), and when both tasks are killed the game is over. I initialise it by creating both anyway and killing a player for the one player game.

This then goes into a jump table using the JQID instruction, which goes to the entry point. If the carry is set it initialises the game and returns, if it is clear it plays another round of the game.

At the moment all I have is a 'game' which counts on one of the 7 segment LEDs and moves a lit led across the top row, but it works well enough to get the core tested.

Next up, some games. At the moment I'm using 4 1/2 pages of the 32, which leaves 27 1/2 or a bit less than 4 each. Should be enough for most, though I'm a bit worried about the football / basketball games especially. I suspect these are simpler than the Mattel games.

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