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I've been working on the digging code for leprechaun and have it working; mostly. Unfortunately there's a bug, or rather an unanticipated side effect. The problem is if an enemy falls in a hole and it starts to fill up, the bitmap for gold is momentarily displayed. But then the enemy picks up the "gold", but the fill continues, leaving the enemy stuck in a (top) half filled hole.The "easy" fix is to change the gold bitmap, i.e. remove the bottom white line, so it doesn't match half filled dirt. Easy from a code perspective, but a pain because I've got to redo the level bitmaps to change the gold. However, maybe this would be a good time to add the "reset gold" mini bitmap. The reflected playfield shouldn't be too hard since it's just some bit rotations which I can automate easily. (More code changes for that.)I'll put out another WIP release as soon as this gets fixed. (Maybe with more sprites too.)

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Just wanted you to know I'm still following your progress here with great interest.

 

I can't wait until you have all the features implemented fully so the level design fun can begin.

 

BTW, is there enough RAM/CPU to change the color registers on a level by level basis (ala Missile Command?)

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BTW, is there enough RAM/CPU to change the color registers on a level by level basis (ala Missile Command?)

Hmm... I'm not sure there's enough CPU cycles in the current kernel to change the current LDA #BROWN to LDA COLOR1, but it's something I'll keep in mind for a future enhancement. There is some flexibility with player/enemy colors. I'd also keep the background black to hide the HMOVE bars.

 

I think you're going to enjoy the next WIP release. Digging brings a whole new twist to the current game, and it really shows the differences between Leprechaun and Lode Runner.

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