Whoops part 2
Yes, the WIP is almost done. I just need to add in the new digging sprites (and redo the old ones which I did by hand).Unfortunately, I'm going to have to find someplace to squeeze them in. I had this great idea about how to squeeze in the REFPn bit, but it didn't pan out. At one point I noticed that HMPn only uses the top 4 bits while REFPn uses bit 3. Ah-ha! I thought. If I multiply XPOS by two, change the SBC #15 in the repositioning routine to SBC #30, and double the HPOS table, I can make the LSB of XPOS be the left/right bit, and put the REFPn bit in the HPOS table. Cool! That means REFPn won't require an extra read, and there just happens to be 3 extra cycles in the current kernel which could be used to update REFPn. I even came up with a using AND/CMP/ROL to put the right/left bit into the XPOS LSB.Unfortunately, I'd forgotten that my repositioning routine assumes the sprite is unused if the MSB is set. So the sprites on the right side of the screen disappeared. Took me a bit to figure it out / remember. Sigh.So REFPn get postponed until the great kernel rewrite (not the reflection kernel, but removing the need for the forground bitmaps). Which, unfortunately, means I have to find 40 free bytes to squeeze in two sprites.Oh, I also loaded Leprechaun onto my CC2 (LEPRCH00 SC SC) for some real-life testing. One thing I immediately noticed (especially since I flipped the PF/player priority) was the green enemies were a little tough to see. The player is also a little dark. I'll try to remember to bump up the luma a little in this next WIP.
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