Today unfortunately will not be featuring any screenshots, as nothing has particularly changed visually about the product. What has changed, however, is a full refactoring of code (making sure all them data registers are named nicely) and a neat optimization involving global variable access.
When accessing my group of variables, I established an address and put the variables after it as defined offsets of that address (i.e. putting every name with an EQU *-GameVariables, for example). I found that I strictly used a4 for the address register, so I removed about seven load effective address functions that were thankfully unnecessary.
After that, I managed to include an acceleration that switched between acceleration and deceleration of the y velocity to keep things interesting, and clamped my bitmap drawing to 0 for a bug fix on the ball passing too far above the death collision point and drawing a unnecessary strip of bitmap along that x location.
What's next? The game is actually completed! So we can add more! I'm currently planning on adding a second paddle, so I've just made the DrawPaddle function a more generic one that can take arguments.
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