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Alice in Wonderland - new homebrew game


SlithyMatt

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Matt: I did some quick experiments and found that my code will not work as I suggested earlier.  My indirection through at table clobbers the X register value, which you are keeping for a longer scope than I realized.  To fix this, I'd need to use a zero-page byte or something, which likely ruins the advantage I thought it would have.  

 

To help me in the experiment, I did find an opportunity to define another macro to organize your source code:

 

; Assume A is cleared by prior code
;   and X has terrain offset
.macro SET_RABBIT_HOLE_PF_GRAPHICS   
   sta PF2_R
   lda level1_terrain,x
   sec
   ror
   rol PF2_R
   sec
   ror
   sta PF1
   sta PF1_R
   rol PF2_R
   lda PF2_R
   sta PF2
.endmacro

This can then be used in the multiple places you prep the PF graphics, including after each use of LEVEL1_LOOP_INC_OFFSET and other places too.

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I enjoyed the art on the game very much and the tall trees and realistic coloring. Any chance you'll continue this project in this 2023?.

Btw, I love the big Lego like playfield graphics in general, just so people know that I'm not a high res fanatic, hahah.

I can also do free sprite art for the game if you need assistance on other game entities or Playfield scenery. I don't know how to code (in either Assembly nor Batari Basic) at all though.

Edited by Aloan
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