Collision Test Update
Sunday Code Cleanings and such
I added a jump buffer and on-screen debug info to the P.O.P. collision test today. I have to add this collision implementation into my older prototype, but there are 2 things that I feel will make this a bit of a challenge. The first thing is that this code is currently frame rate dependant, which means I’ll have to add delta time calculations. The second thing is that I’ll have to sift through the spaghetti that is the 2dplat codebase. I am not too worried about the physics timing because I tested the p.o.p. collision method with delta time and it works fine if the player’s velocity is not too high.
Other fun
I have been looking into the Intel 4004 a lot this past week. There is this site called e4004 made by Maciej Szyc, which has tons of resources for learning to program for the processer. Programming for the 4004 is super fun because its instruction set is unlike the other processers I write asm for, like RISC-V, ARM7 and AMD64. The most fun thing about the 4004 is the fact that its registers are only 4 bits long, and the way they got around this is by allowing you to treat a pair of two registers as one byte sized location using the FIM or Fetch Immediate instruction. Expect a blog post and code to be posted about this soon, until then, have a good one.