Quantcast
Channel: stardot.org.uk
Viewing all articles
Browse latest Browse all 2534

new ideas wishlist & general chat • Re: More Boulder Dash!

$
0
0
Still a bit hooked on this game! I thought I'd take a look at the graphic characters next.

Each element / graphic tile consumes 32 bytes and many of these have multiple tiles for their animation
Below are the elements, the number of them and their start addresses (in hex from the start of the BDSH3.$ or MBOL2.$ files)

space &0
boulder (x2) &20
diamond (x4) &60
titanium wall (x2) &E0
exit &120
wall (x2) &140
explosion (x4) &180
magic wall (x4) &200
amoeba (x2) &280
butterfly (x3) &2C0
firefly (x4) &320
earth (x2) &3A0
extra life twinkle &3E0
rockford (x18) &400
numbers 0-9 &640
symbols (x5) &780
letter A-Z &820

Not sure if this is 'common knowledge' - was new to me ...
Each byte is split into high and low nibbles and the bits matched up and added to get the 4 colours in the graphic.
E.g. 01010110 becomes 0101 and 0110, then the first two bits from each are added, then the next two etc, resulting in 00 = 0, 11 = 3, 01 = 1, 10 = 2
This way 01010110 is morphed into 0312, use colour 0, 3, 1 and 2 for that part of the character. Each bit is 2 pixels long
This will provide one half of the tile, to get the other half, need to jump 8 bytes and get the other half, giving one line of the tile
Repeat this until 32 bytes consumed, resulting in a full tile!

Using this I tweaked the graphics used in the game, taking a bit of inspiration from Bubble Bobble. Below is a pic of one of the redesigned Rockford frames with the colour coding shown.
New Rockford.png

Also attached is a new version of the game with new graphic characters :)

Statistics: Posted by raspberrypioneer — Tue Feb 20, 2024 10:25 am



Viewing all articles
Browse latest Browse all 2534

Trending Articles