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Just some test ...


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Here is a result of a new tile engine for Colecovision.

 

For information about screen in the video :

 

Screen 1 : 27 bytes

Screen 2 : 11 bytes

Screen 3 : 25 bytes

Screen 4 : 5 bytes !

Screen 5 : 17 bytes

Screen 6 : 0 bytes (same definition as Screen 4)

Screen 7 : 55 bytes

 

So, 7 screen for a total of 140 bytes ... I think it's not too bad ...

 

http://www.youtube.com/watch?v=vYtp2YWUZ1g

Edited by bfg.gamepassion
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Very cool!!! :thumbsup: Great job!! I was definitely heading that way when I wrote the tileme() function in the experimental Earthbound mockup for my future games. Also, mapping like Zelda 2, where they have a strip of tiles. I wrote the routine for smileBASIC for Petit Computer, and not yet attempt it for the Colecovision. Mapping tiles in Petit computer is difficult, but that is when I learned a lot of programming tricks from and able to transfer those tricks back to the Colecovision.

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  • 3 months later...

I take it there's not enough memory to store a half-step version of each block? I think moving a half-tile at a time might be enough to fool the eyes.

It's more a question of color limitations, which would lead to color bleeding between the red crates and yellow wall tiles when displaying half tiles.

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