Commit Graph

25 Commits

Author SHA1 Message Date
Matteo Benedetto ae0706ccfb Place the hatch on any sufficiently-distant tile, not just the south edge
The victory hatch (maze[y][x]==2) is now chosen among all walkable cells
at Chebyshev distance >= MIN_GOAL_DIST (3) from the player start (1,1),
instead of being constrained to the bottom row. This lets the goal appear
anywhere in the maze while always staying far from the start.

- maze.c: collect all floor cells with chebyshev(1,1) >= 3 and pick one
  at random; fallback to the farthest floor cell if none qualifies.
- doc/generation.md + report: document the new placement rule.
2026-06-24 11:18:31 +02:00
Matteo Benedetto 8244790603 Add technical report, update docs/README, remove orphaned victory asset
- Add doc/AScreamFromTheDark_report.md: deep technical report covering
  architecture, features, historical workarounds and known debt.
- Rewrite README.md to reflect the current 'A Scream from the Dark'
  identity (ghost enemy, stamina/jump, fog of war, going-deeper victory)
  instead of the stale 'gioco carino' copy with old file paths.
- Update doc/generation.md: goal is now a random south-edge hatch,
  not the max-Manhattan-distance portal.
- Remove orphaned src/victory.{c,h} and its include in render.c;
  the victory sequence was replaced by the full-screen next_level image.
- Regenerate tracked png2asset outputs to match current build.
2026-06-24 11:11:17 +02:00
enne2 cc656d01cc Make next level music more audible and end smoothly descending 2026-06-23 22:18:51 +02:00
enne2 d8fd7460ae Fix next_level image quantization to preserve dark tones using fixed thresholds 2026-06-23 22:12:43 +02:00
enne2 cb19677f98 Fix next_level image glitch: reset camera scroll and improve image color quantization 2026-06-23 22:05:10 +02:00
enne2 3aa20fdb60 Replace victory sequence with going deeper background and mysterious music 2026-06-23 22:01:09 +02:00
enne2 f14e2645d2 Redesign stairs as a hole in the ground and allow ghost to walk over it 2026-06-23 20:17:46 +02:00
enne2 93deb35f86 Fix GameBoy VRAM shared memory overlap bug between background tiles and stamina UI sprites 2026-06-23 20:10:27 +02:00
enne2 1b0e1a057b Revert sprite-based stairs back to tile-based stairs 2026-06-23 19:57:13 +02:00
enne2 8d71a23ae9 Fix sprite artifacts on stairs by generating all metasprites with -spr8x16 2026-06-23 19:51:09 +02:00
enne2 7d3003203c Refactoring: Project structure, sprite stairs & fog masks rendering fix 2026-06-23 19:43:55 +02:00
enne2 0ceae6f98b Optimize bg.png conversion without scaling and with correct color mapping 2026-06-23 11:10:17 +02:00
enne2 f00b533581 Update title screen image 2026-06-23 00:14:13 +02:00
enne2 c0c217f4f6 Fix game over restart logic and update README 2026-06-23 00:09:42 +02:00
enne2 e07e8c6e56 Fix off-screen enemy invisibility with modulo 256 scroll wrapping 2026-06-22 20:02:58 +02:00
enne2 c98363126b Fix DMG sprite palette selection for enemy and add Game Over transition delay 2026-06-22 19:57:02 +02:00
enne2 b47455c5d2 Fix enemy rendering screen offset and implement pixel-perfect sprite collision 2026-06-22 19:50:44 +02:00
enne2 9311e5d1d3 Refine enemy AI pathfinding and update walkthrough documentation 2026-06-22 19:45:04 +02:00
enne2 6d94992e58 Fix DAS and movement transition synchronization to eliminate 2-frame lag between tiles 2026-06-22 19:34:05 +02:00
enne2 7d85aec6ec Implement random wall reopening to generate alternative paths and cycles 2026-06-22 19:30:44 +02:00
enne2 d1bb95f166 Optimize fog of war visibility to 5x5 for enhanced gameplay and performance 2026-06-22 19:25:16 +02:00
enne2 d82008dac0 Optimize map rendering and implement dynamic fog of war 2026-06-22 19:21:19 +02:00
enne2 f774171bae Fix: DAS delay timer now synchronized with movement cycle for continuous walk 2026-06-22 18:59:03 +02:00
enne2 991afd1749 Aggiunto README e aggiornati file del progetto 2026-06-22 18:50:25 +02:00
enne2 20a5d8604b Initial commit of isometric Game Boy adventure prototype 2026-06-20 16:30:15 +02:00