Tile Trouble
I have been spending the last week getting Hunchy II into shape for the PhillyClassic show. I think I have the final binary (barring some possible tweaks to the tile screen), jussts is nearly finished the label, and the manual text is written and being compiled by Tony Morse. With luck, my first Atari 2600 cart game will soon be released, and I can't wait to play it!As part of the testing process for Hunchy II I unpacked my Supercharger from storage. At the same time I decided to see if PoP actually worked on the real hardware for the first time, and fortunately it does! There was a small sprite positioning problem, which I believe is due to the TIA in my weird 2600Jr, but this is now fixed.The last PoP update contained rather a few bugs, so I have attached a new version to this entry which should hopefully fix most of them. I have implemented all of the doors and switches on the first level, so it is now possible to do a complete walkthrough. The collision detection on the doors is not yet there (you need to wait for the door to open fully before approaching), but I think I know how to fix this. The other change to this version is the inclusion of the health bars at the bottom of the screen (see image below). This was done with the help of a 2x4 score routine by Thomas Jentzch. It still requires some self-modifying code to alter the bars, but this should be straightforward.The next challange in PoP is going to be the falling floor tiles. I don't yet have a real idea of how to do this, so any ideas will be welcome! It is easy enough to detect when the player has stepped on a falling tile, but I am not sure what to do next. The problem is that the screen is divided into rows of floor and wall segments. It is not possible to draw a floor tile in the wall region (or vice-versa), so it is not straightfoward to show the tile falling. A possible workaround would be to use the sword sprite to draw the falling tile in this region, but there would be a colour mismatch. It will also be very difficult to draw multiple falling tiles this way, and this won't work if the sword is in use at the time. As a result, I am very tempted to make these tiles into dissolving tiles. However, the are several puzzles in the original game where it is necessary for a falling tile to land on a switch to keep a door open. Any suggestions?Chris
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