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Going back to work on WIP projects


Kiwi

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One of my goal this year is to release a Halloween themed game. So I am going to port Adventure of a Witch:Flightful Night from Petit Computer to the Colecovision. I might as well start now and it finished. I opened up the project to see where I am at in this one. I had the 19 tree scrolling along with the grass. So I rewrote the sprite routine to allow sprite flickering. It's not at 30hz, more like 8hz. I correct the 19 tree issue to have 20 trees that I wanted and the array limit was 20. treec[20],treea[20],treex[20],treey[20]; is what I assigned to the 80 bytes. treec is the color of that tree. treea means tree activity, which 0 would be inactive and 1 is active. This is used to spawn a tree. The routine I wrote will check for 0 in treea, if there's a 0 then it will set up that tree and set treea to 1. If the routine can't find a 0 then it ignores or write TREES MAXED OUT like the original game.

 

This project should be very interesting how it going to turn out. It should definity be under 32KB, the original version was 24KB but most of that is the graphics. So it may be 16 KB at the end. I'm not going to put a limit on filesize since the max I can cram at the moment is 32KB.

 

I had some thinking about bankswitch. I can combine the puzzle pieces with Hexedit and have the ROM be limited to 16KB each. This would make another project I been working on a lot easier. Music data have to be made also. Only issue I came up is load a to specific byte, and then send the pointer. How do the pointer determine where the foreign data is since I compile with SDCC.

 

At least Pong and Computer Space certainly produce a lot of useful routines I can use for any projects I am working on. Also Pletter compression is a big help to condense graphic data. The way nanochess helped me is he mentioned that video write needed 29 T-state setting a new address. So nop is 4 or 5 T-state, therefore whatever there's nop in this function, I added more nop's to see the result. I MAKEFILE and overwrite the comp.lib. Now the graphic renders perfectly on real hardware. So this really saved my project since I have to convert back to rle and space is severely limited. At least I learned a routine that copied series of data and flip them horizonally for the Sport Deluxe games. It take half a seconds from choosing a choice on the Deluxe and into the game.

 

I think the technique I'm learning will make better games and less likely to hit 32KB too soon.

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