Managed to fix the never-ending frogs left display; from memory (I've forgotten already) it was a flag/timer that was never updated in what I had transcoded, so it was forever decrementing a frog.
I also managed to get the player inputs working, after implementing another cascading execution flow of arbitrary flags and counters. Ironed out a few bugs in the input routines in the process and can now hop around the screen within the confines of the coded limits.
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Hopping across the road in game mode |
On that note, I had never realised you could jump down below the starting row, and over the timer bar. But I did subsequently confirm this on the emulated Frogger in MAME. You also can't jump left/right from the uppermost ('home') row, but that's a moot point because hitting that row you're either home or dead.
So with nothing to kill the frog, the time runs down until "TIME OVER" is displayed and then it just sits there. I'll now look at finishing off the logic that will properly end the game and re-enter attract mode. Besides a few bits that I've purposefully skipped - like high score table update - that'll be everything outside the gameplay mechanics of moving the objects and killing the frog.
I figure (roughly) that the transcode is now 30% done.
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