@DreamsTurnDark Feelings about the music may be a personal emotion (not everyone loves Zeppelin), but we try to aim for some music faithful to the genere.
Here's the trick:
The Lynx allows a separate palette index for each sprite. So I am able to change the "pen" values on just this sprite without affecting anything else on-screen.
6502 asm load/store when the boss is hit, and another load/store after the ship is drawn. DONE!
By adding only 4 lines of assembly code, I was able to include a cool color flash when the boss ship is hit. Crazy when you can add visual flare with such tiny code! Do you know how I did it?
@SongbirdPro That's a lot of RAM, the Vectrex only has 1 KB of RAM.
To be fair vector graphics does not consume nearly as much memory as pixmaps. E.g. no need for double buffers etc. Just the 68A09 CPU at 1.5 MHz racing the beam (but in 2 dimensions instead of one as with raster displays)
Why is RAM size such a big deal? Because the Lynx only has 64KB of RAM, and 24KB of that is consumed by double-buffering plus sprite collision buffer. So I only have 48KB of RAM to hold code, music, and sprites.
I've been playing with a new bigger explosion animation for certain enemies in Microvaders. I'm really happy with the look, however this is a 32x32 sprite with 8 frames and a total RAM size of about 2KB! May not make it into the final game.
@PixelHeart_eu Battle Flip Shot would be a very cool game to release for the Atari Jaguar. Any chance of that happening?
If you need support on porting a game to the Jaguar platform, feel free to ask me. I have been involved in 4 released games for that console already. The demand is fine...