It's been a while since I posted anything , so I thought I would share something I've been working on.
My wife fell very ill this year and my prior project has stagnated from neglect.
I started writing some routines to simulate tile based graphics on the VCS.
It uses the vertical nature of player graphics and uses SC Ram to hold the data for displaying 16x8 tiles (25 onscreen 5x5)
Uses assembly optimizations to speed up some things.
These are double-width sprites to make 16x16 tiles.
most of it is implemented in the vblank which makes the display left-biased due to timing
Well, really the whole bitmap display is just using one sprite
It is very flicker heavy
Here is a little platformer demo for your amusement (or torture for those who despise flicker, sorry)
looks ok on my 13" bench CRT; On stella, use the phospor effect to help
Top of screen is a map displaying your position and a not-yet-visible enemy flying around.
you can move left and right, fire button is jump.
9-15-18 - *UPDATED DEMO* got color tables working. I think it's looking pretty good
platform_tile.bas.bin 16KB 17 downloads
Old demo - Milons_secret_flicker_castle.bin 16KB 27 downloads
Edited by TheMajorHavoc, Sat Sep 15, 2018 6:17 PM.