![]() I'm using 8 scanlines per byte, giving me only 12 vertical sections per screen. I have a list of city block layouts, which are basically just lists of playfield data. I'm not doing much in the way of space-saving. Obviously I could consider going to 8K w/ bank switching, but I really do like the idea of the game fitting on a "vanilla" 4K cart. I might have to make some changes to the city size or layout (maybe go random?) in the quest for more space. The current code is not optimized at all, and the data is also ripe for more optimization, but overall it looks like it's going to be tight. Some graphics to help differentiate the destinations. HUD for score, timer, arrow to destination, etc pedestrians who you can pick up and deliver to destinations, with a time limit on the delivery Next I want to refine the collision response a bit more before moving onto adding the pedestrian pickup/delivery system.įitting this game into 4K is going to be a significant challenge, I currently only have about 850 bytes of ROM free, and I have a lot yet to add: And the screen flash might (or something like it) might help mask that issue.Īnyway I'll keep refining it and soliciting feedback throughout the process. Also the collision response uses Missile 0 and 1, which I'll likely be using for pedestrians or other graphics, which will temporarily disappear when you're colliding. Thanks for the feedback everyone! I'm not sure if I'll stick with screen flashing, obviously you need *some* feedback when you collide and lose speed, but I'm not sure what it will be in the end.
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