Master_Programmer Posted June 19, 2013 Share Posted June 19, 2013 Is there any sort of Include, kernel option, or trick to get something like that working? I need to use as little room as possible, for my first project in half a year((Or so.)) I want to take and make my next game as tiny as possible, and I figure having mirrored playfields will help quite a lot. The Project is Metal Max 2((Finally. Took me forever to get around to it. )) Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 19, 2013 Share Posted June 19, 2013 I managed to do it in Uppa Creek! but I forgot how. The source is there: http://atariage.com/forums/topic/165449-uppa-creek/ Sorry for the incomplete answer! Quote Link to comment Share on other sites More sharing options...
Master_Programmer Posted June 19, 2013 Author Share Posted June 19, 2013 It should work...So thanks. Quote Link to comment Share on other sites More sharing options...
bogax Posted June 19, 2013 Share Posted June 19, 2013 Is there any sort of Include, kernel option, or trick to get something like that working? I need to use as little room as possible, for my first project in half a year((Or so.)) I want to take and make my next game as tiny as possible, and I figure having mirrored playfields will help quite a lot. The Project is Metal Max 2((Finally. Took me forever to get around to it. )) you want to use the minimum of rom ? Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 19, 2013 Share Posted June 19, 2013 He probably figures if he mirrors the playfield he'll store half the bits. I say he can just draw the playfield differently and get the same effect. You know, drawing the playfield by code instead of storing bits. Also, using PF0 to draw the side border walls works great. Quote Link to comment Share on other sites More sharing options...
bogax Posted June 19, 2013 Share Posted June 19, 2013 He probably figures if he mirrors the playfield he'll store half the bits. I say he can just draw the playfield differently and get the same effect. You know, drawing the playfield by code instead of storing bits. Also, using PF0 to draw the side border walls works great. the problem is the code will take as much or more than you could save if it's just one playfield if there's a bunch of different playfields it could save something Quote Link to comment Share on other sites More sharing options...
Master_Programmer Posted June 19, 2013 Author Share Posted June 19, 2013 the problem is the code will take as much or more than you could save if it's just one playfield if there's a bunch of different playfields it could save something I'm gonna have around 5-10 playfields per stage. Probably around 4-6 stages. Quote Link to comment Share on other sites More sharing options...
bogax Posted June 19, 2013 Share Posted June 19, 2013 I'm gonna have around 5-10 playfields per stage. Probably around 4-6 stages. do you have some examples? Quote Link to comment Share on other sites More sharing options...
Master_Programmer Posted June 19, 2013 Author Share Posted June 19, 2013 do you have some examples? Considering i've just started coding today, not really, no. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 19, 2013 Share Posted June 19, 2013 Considering i've just started coding today, not really, no. How to you want the playfield to look like? Quote Link to comment Share on other sites More sharing options...
Master_Programmer Posted June 19, 2013 Author Share Posted June 19, 2013 How to you want the playfield to look like? I don't understand the question that well. I'm going to have multiple screens, all tied together into a stage, making it so getting to the edge of one screen, bumps you immediately to the beginning of the next screen, until you get to the last screen of the stage, and beat the boss, at which point you get to the next stage. There isn't any particular way I need the playfield to look, I just need it so the screens I make are only half the data being mirrored, so that I can save space. It'll be like my 'Snik the Horgehug' game, when it comes to how the stages are set up, except each stage will be longer than the ones in that game. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 19, 2013 Share Posted June 19, 2013 You might want to play around with "const pfres=" then. http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#pfres So, if you only need enough resolution to show top, bottom and side exits then I bet const pfres=3 would work for you. You'd only have to store 3 rows of playfield then. Quote Link to comment Share on other sites More sharing options...
Master_Programmer Posted June 19, 2013 Author Share Posted June 19, 2013 You might want to play around with "const pfres=" then. http://www.randomter...ands.html#pfres So, if you only need enough resolution to show top, bottom and side exits then I bet const pfres=3 would work for you. You'd only have to store 3 rows of playfield then. That's not playfield mirroring...but it might work for what I need. Thanks bud! Anyways, I need to get ready for work. Those shelves ain't gonna stock themselves. :3 1 Quote Link to comment Share on other sites More sharing options...
bogax Posted June 20, 2013 Share Posted June 20, 2013 (edited) mirrored_pf.bas Edited June 21, 2013 by bogax Quote Link to comment Share on other sites More sharing options...
Master_Programmer Posted June 20, 2013 Author Share Posted June 20, 2013 Here's the very beginnings of the Sequel to my first atari game. Only 2 screens, but the collision detection is pretty good compared to the original game. XD default3.bas.bin Quote Link to comment Share on other sites More sharing options...
Master_Programmer Posted June 20, 2013 Author Share Posted June 20, 2013 Welp, I couldn't fit 6 stages of 10 screens in one 4k binary, nor an 8k binary, so the game should be 16k, which has actually allowed me to bump the entire game up to 10 stages, each with 10 screens((100 SCREENS, HECK YEAH!! XP)) Quote Link to comment Share on other sites More sharing options...
Cybearg Posted June 20, 2013 Share Posted June 20, 2013 Very nice. I love the animation of the sprites and the snappiness of the movement. Great job so far! The character makes me think of Sonic. Quote Link to comment Share on other sites More sharing options...
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