Subject: Re: [stella] Here's a rough binary From: Nick S Bensema <nickb@xxxxxxxxxxxx> Date: Thu, 3 Apr 1997 08:33:48 -0700 (MST) |
> >At 15.41 02/04/97 -0800, Greg Troutman wrote: > >>I've been frustrated trying to figure out a bunch of hard stuff, so I >>snarfed and fibrulated some code from Stellar Trak to throw this >>together. I find it mildly amusing. > >Great! Retro-adventure games on the VCS! > >Some random ideas: > >- add basic object handling (take, use, inventory...) >- use Supercharger multi-loads to increase game depth These two things will probably be necessary. At least the use of the 6K area will be needed at some point. Perhaps some sort of compression of room descriptions would be in order. For example, every room has a list of pointers in it.... this pointer is possibly multiplied by 2 or 4 so we have 512 or 1024 bytes of text data instead of 256, and added to the location of the REAL lines of text: This example will not use multiplication, but.... ROOM1 .byte YouHave,ReachedA,DeadEnd ROOM2 .byte YouHave,FallenInto,AHugeHole TextData .byte lY,lO,lU,sp,lH,lA,lV,lE,eol X1 .byte lF,lA,lL,lL,lE,lN,sp,lI,lN,lT,lO,eol X2 .byte lA,sp,lH,lU,lG,lE,sp,lH,lO,lL,lE,eol X3 .byte lR,lE,lA,lC,lH,lE,lD,sp,lA,eol X4 .byte lD,lE,lA,lD,sp,lE,lN,lD,eol YouHave = 0 FallenInto = X1-TextData AHugeHole = X2-TextData ReachedA = X3-TextData DeadEnd = X4-TextData I made some assumptions about how the values of the letters are represented. >- background music >- (this takes a lot of memory and developing time) reserve part of the >screen for a simple, playfield-based, image. Or maybe use images only for >important events (finding objects, enemies...) And background music doesn't? -- Archives available at http://www.biglist.com/lists/stella/archives/ E-mail UNSUBSCRIBE in the body to stella-request@xxxxxxxxxxx to be removed.
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