Sohl Posted November 28, 2020 Share Posted November 28, 2020 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. 1 Quote Link to comment Share on other sites More sharing options...
Sohl Posted November 29, 2020 Share Posted November 29, 2020 Congratulations Matt on the positive coverage in the ZeroPage Homebrew Twitch show! I did create a fork and pull request in Github for the macro idea above if you care to use it. 2 Quote Link to comment Share on other sites More sharing options...
SlithyMatt Posted November 29, 2020 Author Share Posted November 29, 2020 21 minutes ago, MLockmoore said: Congratulations Matt on the positive coverage in the ZeroPage Homebrew Twitch show! I did create a fork and pull request in Github for the macro idea above if you care to use it. Thanks! I'll take a look at the PR tonight. Quote Link to comment Share on other sites More sharing options...
SlithyMatt Posted November 29, 2020 Author Share Posted November 29, 2020 @MLockmoore, I approved and merged the PR. Congrats, you're the first official contributor after me! Quote Link to comment Share on other sites More sharing options...
SlithyMatt Posted December 2, 2020 Author Share Posted December 2, 2020 I now have music and sound effects implemented for the first two levels, as seen in my latest video: The ca65 macros I created for audio are available on the GitHub repo: https://github.com/SlithyMatt/vcs-alice 4 1 Quote Link to comment Share on other sites More sharing options...
Bixler Posted December 2, 2020 Share Posted December 2, 2020 This looks fantastic! 1 Quote Link to comment Share on other sites More sharing options...
BladeJunker Posted December 4, 2020 Share Posted December 4, 2020 Really enjoying the Vlog approach, fun to watch it come together. 1 Quote Link to comment Share on other sites More sharing options...
SlithyMatt Posted January 9, 2021 Author Share Posted January 9, 2021 Brief update on the Alice game as part of a larger channel update video: 2 Quote Link to comment Share on other sites More sharing options...
Aloan Posted August 10, 2023 Share Posted August 10, 2023 (edited) 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 August 10, 2023 by Aloan Spelling Quote Link to comment Share on other sites More sharing options...
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