Yeah, it's a crazy amount of detail (just when it seems like one thing is done, one more missing feature becomes apparent). Like lately, I just realized there's no feature to automatically power down the calc during idle.
The Oceanside boss was really a handful because of its multiple segments. Any objects over 8x8 are already multi-segmented, but for this boss, each segment had to be drawn in a specific order instead of all at once. Mostly just because of how much of the screen it takes up. The one boss segment that is vulnerable to attacks is also responsible for destroying the remainder of the boss when it is destroyed. I won't give out any spoilers, but it's a really fun boss battle!
I put the text.asm file:
https://github.com/RobotwarTI/robotwar2-doc/blob/master/TEXT.ASM . There are major spoilers throughout, but the dialogs aren't necessarily shown in order. As part of the code cleanup, I marked some of the obsolete stuff [depreciated] so it can be ignored until later. The Chinese font codes could make a good parallel project. I'm betting there are bitmaps on the web somewhere for things like LCD character displays and electric signs. For the French version, it would also be handy to have a unique French titlescreen too. I'm not sure what the French is for "Robot War 2: The Bionic Wars," but I can give it a quick re-draw.
Recent:
- Fixed a quick-travel bug/crash
- Oceanside boss now off-limits until Oceanside quests are complete
- Improved text.asm and main header file commenting
In Progress this week:
- (Optional) Add auto power-down support
- (Debug) Re-check item HPs. Some items break way too early.
- (Debug) Re-check attack reloading logic.
- (Debug) Re-check Oceanside boss destruction codes
- On-calc testing