Hello, am taking a big look @ doing a port of Wizard of Wor to the ColecoVision (am in the process of drawing the level assets at the moment, have patched WoW in mame via cheat to allow me to traverse through the levels without being shot, so I can at least get the level data drawn onto graph paper and then onto newcoleco's tools)
and while the logic of the game seems straightforward, am wondering what it would take to actually do one trick in particular, in the arcade, there is a starfield that is projected onto the first plane of graphics memory, on top of which the bg tiles and sprite tile planes sit...
my first thought would have been to copy the character set into RAM, and then use a fixed mask to alternate between showing the starfield and not, on alternate frames...but I suspect that this will severely put a cramp into the amount of memory I will have left to keep track of game state.
Does anybody have any advice? or should I just drop this one onto the cutting room floor? (along with the Wizard death level fizzing)