P
rogress has been slow, I've been caught up in ironing out a few problems. Debugging those was tiresome, which meant that I found it easy to do other things instead.
But now we have smooth scrolling background, music, enemies that scroll in from the left at an angle (hopefully soon multiple enemies / collectibles) multiplexing sprites (the sheep are each made of two sprites, a multicolour and a hi-res outline overlaid. The clouds are also sprites).
But now we have smooth scrolling background, music, enemies that scroll in from the left at an angle (hopefully soon multiple enemies / collectibles) multiplexing sprites (the sheep are each made of two sprites, a multicolour and a hi-res outline overlaid. The clouds are also sprites).
Nice. I like the aesthetic.
ReplyDeleteI particularly like the rolling hills. How are you doing that? Is it hi-res mode or characters? Either way, are the curves of the hill being calculated or drawn by hand. If calculated are you doing it ahead of time or just in time?
I'm particularly interested because I'm doing some curve generation on the 64 myself.
Ignore me. I just went back and read the previous post. Nice work with the graph paper.
DeleteThanks. It's probably quicker to work from a table or packed data than to calculate things but calculating may save a lot of space. They're characters in multiclour mode. That means that every 8 frames when I have to move the characters, there are only 6 rows of characters = 240 bytes to shuffle. I've just written an article for the forthcoming BLAST annual about the smooth scrolling.
Delete