Subject: Re: [stella] Qb: v0.05 From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Mon, 19 Feb 2001 13:34:17 +0100 |
Andrew Davie wrote: > Another day, another version. Getting better and better! > I am now very very very short of ROM. I doubt there will be many (any?) > sounds in this game, primarily because I can't DO sound, and as I have > little ROM, I can't do MUCH sound. Remember, I still have a few creature > frames and additional AI to do. SOME AI is already in there, but disabled > (bugs!). So, ROM space isn't incredibly desperate... just very desperate :) > > Things will be very tight, but I'm close to having the game there now, > anyway.... so I have little doubt I'll have something to release soon. I > have one or two bytes of RAM free, and about 400 bytes of ROM. Not much! > > Even if I do say so myself... its now looking/playing pretty good. > As usual, any feedback/comments most welcome. I've tried to understand your SpriteRedirect thing. If I understand anything correct, I'd say you can get the same result with much less ROM and even less cycles by redesigning it the way I did explain Manuel some days ago. At the moment you need about 240 bytes for your SpriteRedirect table and 22 cycles do draw a sprite line: inc SpriteLine ldy SpriteLine lda SpriteRedirect tay lda (Sprite),y sta GRP0 If you change this to: tya ; only one global linecounter which you should try to keep in the y register sec ; if you know the state of the CF you can eliminate this sbc SpriteEnd adc #SPRITE_HEIGHT bcc .skipDraw ; waste some time there (or load 0 into a if you need that) lda (Sprite),y ; to calculate the sprite pointers is a bit more complicated now ;-) sta GRP0 .returnFromSkipDraw: ...then you'll save 3 to 5 cycles and a LOT of ROM space. BTW: Try not to start with (or avoid at all) the gray PF color, it doesn't look very nice. And the first impression sometimes counts... I just played up to level 20 (W2K makes this a bit easier ;-). You don't have any predefined level, right? That means, you think every setup is solvable. Are you sure? If yes, your game would have up to about 2^16 (or so) possible levels. Cool! Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | _______________________________________________________________________________ Alles unter einem Dach: Informationen, Fun, E-Mails. Bei WEB.DE: http://web.de Die große Welt der Kommunikation: E-Mail, Fax, SMS, WAP: http://freemail.web.de - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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