The posts I made yesterday were made on my tablet while lying in bed and they were in no way meant to tell anybody how to anything and what tools to use and how to develop.
The purpose of these posts was to tell you something I experienced in the last three years while developing A8 games (MJO, HAR'em and HitC). So you should clearly value the opinion of those which much longer experience higher
I used to use CC65/CA65 but then went it against it due to sizing problems.
Anyway, so you use a table, I assume that uses room characters/tiles as well as enemies and so forth? My implementation doesn't lend itself to that. I use CharPad 1.0 to draw the map, I then have a Perl script which compresses the level (4x6) rooms. Then within the code, I decompress the whole level to memory. But this works level by level and doesn't include any enemy data, which I am loading from hand-made binary files.
Does anyone know of a good cross-development product for saving enemy properties to file?
I currently have the following properties.....
If you're wondering what "harmful" is, it is a value which represents how many energy points are taken away from the user on touching it. I would like to have birds flying overhead, a bit like in Cannon Fodder which are harmless, so they will have a value of '0'.
I've seen tools that draw graphics and levels and so forth, but nothing which handles properties. Something *must* exist....
Here is a table for one room:
; Modification tiles pointer
; Dynamic tiles
; Cannon pointer
The romms layout (the tiles) are referenced by a pointer "ROOM_part0_33". That way I can use the same basic layout for more then one room. The modifications tile pointer points to a list where I can define tiles which should be set at a specific lcoations. So I can modifiy the basic rooms. For example walls or exits and stuff like that. Dynamic tiles are tiles you can shoot, cannons points to a list of cannons to set in the room (not implemented in the ABBUC version) and then finally the NPCs
First the numbr of NPCs in the room (4 in this case).
Followed by 4 initial values for the 4 variables each NPC can use. You have to know, for each NPC type there is as routine which gets called each frame. Then the type and the start location of the sprite. The last value is the PMG to use as overlay (5-7) and the soft-sprite to use (1-5).
When a room is entered this table is used to prepare the room.
This might not be the perfect solution, but it let's me make interesting stuff. BTW, one NPC can be combined with another and so on.