Ok here we go...https://dl.dropboxusercontent.com/u/129 ... _waves.zip
A few notes:
- There are 3 executables. One is dithered (single field), another is colour-boosted (dual/complementary fields), the third is like the first, with timing rasters on. They all have roughly the same CPU performance. The dual-field version simulates extra colours but flakes out badly if it trips over 50hz - which can happen with the crappy laser implementation I have just now. Reason: it costs more CPU to implement dual-field as 25hz-friendly.
- The 'gameplay' is not 'balanced'. The AIs are deliberately evil
It's still mainly a technical experiment to see if typical shooter AIs with fast-moving objects were expensive to do in C on an ST, to get a feel for things. The entity limit is currently fixed at 64, including bullets, some of which is padding for deferred inserts/removes.
- If you do try to get to the end of the scroll you'll probably think up a few inventive new swearwords for some sprites.
but far from the difficulty of the actual Gradius series - varying degrees of ridiculous!
- Nothing much interesting happens if you reach the end of the level. It doesn't work well in reverse for most of the new entities. At some point I will remove the reverse-scroll and just put a 'boss' in. This does require some new tech though...
- The executable has grown suddenly. I haven't had time to look properly yet but I think some of that is the sprite-clearing stack which I set really big when I was debugging issues with that. It zips to 30k so most likely it is dead-space.
- I still really want to swap the background but can't find ANY complete rips of the background sets for the Gradius series - preferably one of the later ones, for the sake of extra detail & colours. Looks like I'll have some evenings ahead sitting with MAME in the tilemap viewer
The BG doesn't exactly need to be Gradius but it would be a far better match for the current sprites.