Ok, not even two weeks and I already broke my prediction ...
I took on the task of back-porting this latest software sprite stack to all my gaming projects. After all, the API has not changed, just the internals and allowances to enable/disable its feature set in the header file. Well, I found some inconsistencies in the back-ports and thus I am posting that ALL sources and binaries for this and those gaming projects have been touched, tested, and I can safely claim working to my heart's content.
Here's a break-down of each gaming project and its VIC-SSS usage:
Quikman+8k uses 5 sprites, 8x8 only, no additional options
Omega Fury uses 15 sprites, up to 16x16, no additional options
Berzerk MMX uses 16 sprites, up to 8x16 (tall), with options collision-detection and ghost-mode
Break-out! uses 2 sprites, up to (wide) 16x4, with options collision-detection and ghost-mode
Sprite Invaders uses 42 sprites, up to (wide) 16x8, with all options enabled: repeating-sprites, collision-detection, and ghost-mode
The changes made to these gaming projects can be reviewed at my
subversion repositories.
The
VIC SSS MMX archive has been updated to reflect all the latest code changes used in these gaming projects.
The
Robert Hurst VIC 20 Collection archive has been updated to include VIC-SSS-MMX with all my gaming projects including source code, documentation, and batch command files to run the game in either Windows or Linux using MESS 0.140.
If you prefer to get just the latest games, please download this convenient
D64 image instead of the larger archives mentioned.
Enjoy!
