Candy Kid for the Sega Master System
22/03/2021 One thing that I noticed is that on boss screen if you lose all lives then you are prompted to continue If you choose No then game over but when you continue you have to repeat the world / round before boss e.g. W01 R02 or W03 R10 But I will leave this as a game design decision because if I auto skip then potentially you may not see the Beat screen on W10 R10 and Continue No
01/02/2020 Here is the out outline for SRAM 0000 0010 frames 256 * 2 bytes 512 0210 commands 256 * 1 bytes 256 0310 args 256 * 1 bytes 256 0410 F7
If I open the save files in HxD then they do seem to refresh after re-save
E:\GitHub\StevePro7\CandyKidSMS\dev C:\SEGA\meka\Saves E:\Fusion
29/01/2020 Here is the link to the "SpriteClippingWindow" C:\Bitbucket\SteveProXNA\actionstuff\Personal\Presentations_CodeAFTER\60_SpriteClippingWindow\dev _sm_sManager.c
OK - I finally sorted out the command pattern: unsigned int frame unsigned char command unsigned char args
command will be mover or speed args will be: mover direction speed slower or faster
The gamer will have slow / fast for easy / hard i.e. EASY HARD 1,0 2,0 SLOW 2,0 4,0 FAST
I will have a predetermined list of the speeds for each enemy for each world on both easy + hard and will cycle thru array when Kid eats more than X candy then each actor goes faster
NB: the enemy hands will be random delays per actor - this doesn't matter across tiles
Game will store 256 commands if >= 256 then will wrap = 0 First command on frame = 0 will be start command
Will have max 65535 frames to play 1x level that is 65535 / 60 = 1093 seconds or ~ 18mins if go beyond 65535 for 1x level then time over