RSS Bot #1 Posted November 9, 2017 This is the game I am developing where the main game mechanic is like "snakes with guns". So I have learned how to write to the Playfield register, and how to count scanlines. So now I know how to do that as well as load player graphics from tables. I also learned how to load graphics using a pointer. By using LDA (ZP),Y I can point to whatever table of graphics I want to. I have also learned how to position graphics on the Y and X axis. One thing I still need how to learn how to do is change the colour of graphics line by line. I think I can also change the colour of graphics using a pointer. I think I may need to implement more than a one line kernel. Doing all these things (positioning player0, player1, the ball, the missile... Colouring everything...) will take a lot of cycles. But things are looking good. This kernel will be for the overworld, so it's a little more simple than the actual game mechanic. After I manage to master the overworld kernel, I need to invent a kernel for the "snake" part of the game. That part will involve trying to work out how to draw 2 or 3 "dots" behind a soldier icon. Because the main mechanic of the game is a game of snake where you shoot the last soldier in the line of soldiers. The snake will be easy to draw in a vertical line: ooo But not in these forms: ooo or oo..o or ooo. So I'll need to learn how to make a simple multi-sprite kernel perhaps... Or I could use platforms graphics... Like in Surround. I could make a table of shapes to draw using playfield graphics... Surround draws playfield graphics but leaves them on the screen - it just doesn't erase the end of the line. I could ask for help on that one, or I could just have a think... I think the table of shapes to load in as the soldiers move around the screen. http://atariage.com/forums/blog/703/entry-14315-che-guevara-game-1/ Share this post Link to post Share on other sites