Repositioning for P0
hardcoded sprites for testing the repositioning routines for Player 0. There's 2 DataStreams, 1 for the color and another for shape. The color stream is always read first. It will contain a 0 whenever Player 0 needs to be repositioned (1 is used for black). The reposition prep is contained in the next 2 Graphic Datastream bytes and the next Color Datasteam byte, so a reposition takes 2 scan lines.
At the moment I'm using Early HMOVE so there's no black bars on the left edge of the screen. Because of the maze layout, the bars would only be noticeable during the room shift when you exit to the right, so I may revisit this later if cycle constraints dictate reverting to a normal HMOVE.
I believe I'll need to handle Player 1 differently, setting it to use VDEL so I can update it at any point during the scan line. Because of this, a reposition of Player 1 will most likely take 3 scan lines instead of 2.
Sorry, but there won't be a PAL ROM for a while as the routines are currently hardcoded for NTSC. Speaking of which - instead of PAL having squished images, I think it would be slick to have slightly modified graphics for the PAL version. Here's a mockup of what I'm thinking with an NTSC robot on the left, PAL on the right.
ROM
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