Smooth Scrolling Fixed! Now my collision checker needs updating, gahhh!

So, tonight, I fixed up my scrolling code, it turns out I wasn’t too far out with what I had done before a few nights ago, but little bits of code logic were incorrect and, after I noticed that my main issue was that my test level length wasn’t divisible by 32, which was causing the second scrolling loop to become maligned by 4 rows each time through, the rest came together pretty easily.

Now that’s working though, I’ve bugged out my rather basic background collision routine, which now needs to sync up with the scrolling background rather than simply integer divide the y position.

Basically, it needs an offset or two to get working again, which should be okay, as long as it accounts well for overflows should they occur, that’s for tomorrow though now.

Getting back into One Game A Month

So, after a long spell away from it, I’ve signed myself back up for One Game a Month, this means that I’ll start, develop and finish One Game, every month, for as long a chain as possible.

Each month has an optional theme to it and this months is “Home” So, what to make?

Well, I’ve got some gameboy development I want to do and after having posted some pics, I’m going to make a racing game in GBDK with some cunning background scrolling to generate courses. So far I’ve made my initial set of course background tiles, knocked up a quick UI using the window layer and some shonky scrolling going on, pic below.

Scrolling background - left, window layer on the right
Scrolling background – left, window layer on the right

Atari VCS Development – Day 3 – Customising my Kernel

I decided to have a play around with my Kernel code in an attempt to see if I could get some variants of graphics on the screen, whilst I’m ignoring my sprites I wanted to attempt to get a power bar working using the background alone, as I can use the NOP command to delay for 2 cycles, I can decided how long each power bar is with those commands.

I’m still experimenting with the Kernel code to wring some more out from it. But I now have more colours on one line which could be used for some sort of effects in the background. It’s not that exciting to view though so, no point in putting an image on here. At least, not until I’ve played around more with the code.

I’d like to get two different sprites on one line without any negative effects, I may have to use some flickering in order to achieve this though, racing the beam is a tad tough!