Subject: Re: [stella] Jumpman: Easy Does It From: Manuel Rotschkar <cybergoth@xxxxxxxx> Date: Fri, 17 Sep 2004 16:27:28 +0200 |
Thanks! Attached is the promised update with structure changes applied. Costs 28 bytes of RAM for this level. I guess I can reserve half of Stellas RAM for stuff like that, so next I'll sort out the levels that'd require more than 64 Bytes for structure changes.
So, how are you doing that if not by using asymmetric PF graphics?
BTW: This more or less kills the vb idea for more colors I think. As I understand, it'd require twice the data(?) so in this case twice the RAM...
Sorry, I do not understand (but I would like too ;-)
Hm... no flicker on Jumpman, but probably worst case scenarios where it can go down to 20 Hz for bombs/ropes and enemies on certain levels.
With assymetrical, non striped playfields, you won't be able to reposition at all. So, how about striping it?
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I fear I'll end up programming 20 separate games, one for each level ... ;-)
Is there a link where I could see all those levels? And which do you think may be doable and which not?
There you go: http://home.arcor.de/cybergoth/epyx/jumpstrategy.html http://home.arcor.de/cybergoth/epyx/jump2strategy.html
"Mystery Maze" "Blackout" "Hot Foot"
"Jungle" "Hatchlings" "Follow The Leader" "Figurit" "Figurits Revenge" "Look Out Below" "Great Puzzle I" "Great Puzzle II" "Builder" "Now You See It...."
I must admit I never played the game long enough to get very far.
Greetings, Manuel
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