Yesterday I finished implementing the basic pieces to have JStella ouput traces, yesterday I recorded a trace of going through the first 3 screens of the game. Objects are rendered in the color they appear as in the game, and the rectangles are rendered with alpha transparency and also have a solid border of the same color:
- The implementation is simple; uses only Java source, and standard Java libraries. This means people should be able to get this running much more easily (why I started this in the first place).
- Seems to be about as slow as Stella AI (I’m trying to optimize the code now).
- There is lag time at the beginning before the controls become responsive; it seems to be a period where the game is loading.
- There are a few frames that are empty aside from the black background – I need to investigate why thats happening.
- Hangs after Harry dies?
Notice that the holes don’t show up. That is simply because there is a black border on the left and bottom of the screen, so a black bounding rectangle is drawn over the entire screen so no other rectangles are drawn inside that. The simple fix (I tried it already) is just to crop out the black border on the screen.
Also, the logs and vines are hard to see because of their close color to the other colors around/behind them, but they are there. I specifically added the solid borders to make them easier to see.
So more work needs to be done, but at the very least I think we can end up with an implementation that is at least as fast, and much easier to run, when compared to the C/Lua Stella AI, and I also think it won’t have the issue of dropping objects that earlier versions of that seemed to have. I think with a bit of work I can get it faster.