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License: MIT License
Dizzy3
License: MIT License
Keys 1 to 4 unlock machines 1 to 4 which make them change colour and ultimately enable a lift
When overlapping other characters process chatter and text routines, also some characters will drop items for you so further processing on a per character basis is required.
Original version had cheats, see what can be added
The build script tests some items to determine if source is newer than target when building, I think it's worth doing this for all items which get built.
When character over a coin and ENTER pressed, show message, update coin count and stop that coin from being displayed further
When an attempt is made to pick up an object, run processing required.
Bag will increase inventory size, but not show in inventory
Manure will show message about not being pick up able
Look for available slot to store object in inventory
If no more slots, drop an object to replace it in inventory
When empty bucket is put down in room 60 in the water, change it into a full bucket
In room 55 the crowbar will open the lid of the well
Once the troll has left the dungeon they appear in the mine (room 41) to prevent player walking off screen to the right.
This was in the original game as a compile time option to see proximity boxes
In room 41, the pick axe is used to remove a rock to get to the rug in room 40
Croc needs processing, including open/close mouth animation, death when colliding and open mouthed.
Also rope drop to tie it up
The blackhole makes you drop objects
Flames and water/lava seem to animate at the wrong speed
When rug is placed by dagger in room 94 (cloud castle) it forms a barrier so you can walk on daggers to get to Daisy
When character dies, lay down backwards before showing death message
Change Up/Down keys to
K = Up
M = Down
to match Spectrum, used for inventory
This is to raise the bridge when you throw rocks in the water
When navigating rooms (in test) move Dizzy sprite left/right/up/down and only move to new room when at the edge
When bean is placed in manure in room 58, make bean disappear, show bean planted message and set flag
Lifts go up and down, carry player with them
If you collide with the mechanism however, player is killed
When the whiskey is drunk, make character move erratically
When colliding with water or lava, process drowning
The death message doesn't work when in any of the SKY rooms, whilst you should never be able to die in the SKY, it's worth looking at what is going on here.
This is used by collision detection
Handled differently if showing room no.3 (hearts demo) : set to NOT solid + black BG, white FG
ld a,(roomno)
cp 3
ld a,%01000111
jp nz,clearattris
All rooms clear : set to NOT solid + black BG, red FG
ld a,%01000010
jp clearattris
When drawing rooms and handling gravity, rooms 22, 23 and 24 are meant to represent Australia and as such are drawn upside down.
If Dozy is kicked off the end of the pier, this handles the floating away animation
If you run into the troll in room 36, you get a message, and are then launched back into the room
Add code to handle armorog
states include
0 - sleeping (changes to -> countdown on collision)
1 - countdown (changes to -> running on timeout)
2 - running (changes to -> happy when in den)
3 - guarding
4 - happy (in den)
also add bone collision to change to guarding
death when colliding with character
When at the top of the castle stairs under the painting, allow the display of treasure island Dizzy game
When the apple is dropped near the troll, remove it and show message
Starts off down
Flicking switch (which breaks) makes portcullis start moving up and down
If end of portcullis collides with player, they are killed
This was in the original game as a compile time option to see coins by adjusting the draw order so that the coins covered by other objects are drawn on top instead of behind
This is to see if character has collided with something
When colliding with daggers, kill player
If dagger death in castle in room 69 down dagger pit, return player to room 84
Otherwise room 94 returns player to entry point for that room.
In room 84, this includes adding the knocker and opening the door
Current detection of SWRAM just tries to ROMSEL to each bank 0..F and then use the first one which is writeable, however this doesn't seem to work on the B+
Write BASIC, tokenise it to binary
Append EOF token pair
0x0d 0xff
Append machine code/data
Then from BASIC use CALL PAGE+&????
I did a rough draft of playing back music from AtariST version on the title screen, need to complete this.
Some room transitions require extra processing.
Room 55 - The bottomless well (right way up)
Room 39 - Going down the well (gravity either up or down)
Room 23 - A strange new world (upside down)
Add putting down of objects when ENTER pressed
Update inventory drawing to show what is being held
When colliding with flames, process getting burnt
The hawk has a patroling animation state where it goes left/right
When it notices player, it will dive towards them
A collision causes death to the player
In room 94, this shows hearts demo, then Daisy returns to her hut in the village (room 73)
When in room 22 process shopkeeper routines.
When full bucket is dropped by manure with bean in, make beanstalk grow
When water jug is placed near fire, extinguish flames.
Dragon needs processing, including breathing fire, moving head/neck up and down
Second dragon (not in room 54) needs golden egg processing
Also need death processing
Rat starts off moving left/right in the tunnel of the castle dungeon. This is controlled by an element of "randomness".
If the rat encounters the bread, the bread disappears and the rat runs off to the right. With a message being displayed.
Colliding with the rat kills player.
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