Jump to content
IGNORED

Mirrored Playfields without Multisprite?


Master_Programmer

Recommended Posts

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. :P))

Link to comment
Share on other sites

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. :P))

 

you want to use the minimum of rom ?

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...