I tried and tried, but 196 bytes was never going to be enough to get a new game feature in with new animations and new behaviour!
I got a good way through, but it only does the first two stages of the flames, doesn't check if it is flaming off the end of a tunnel, although it does check if it is going to start flaming straight into a wall and allows flaming through a single piece of dirt.
After flaming the Fygar has a brief identity crisis and can escape the tunnels, so a couple of hopefully easy bugs to fix!
I also need to add the third length of flames, collide the player with them, expand the BB as the flames expand.
1>ZP free &FB..&FB
1>Page 1 data free &1EC..&1EF
1>../defines.asm(280)
1>game.asm(1702) : Jumping forwards 4 bytes at &1FFC
1>game &FF &4400 &993 &1F04
With 1 byte of ZP, 4 spare after the stack and 4 in main memory, I'm going to have to swap the two character row panel at the top for a one character row
The 512 bytes reclaimed might allow for the white noise sounds and I'll have to see after that!
I got a good way through, but it only does the first two stages of the flames, doesn't check if it is flaming off the end of a tunnel, although it does check if it is going to start flaming straight into a wall and allows flaming through a single piece of dirt.
After flaming the Fygar has a brief identity crisis and can escape the tunnels, so a couple of hopefully easy bugs to fix!
I also need to add the third length of flames, collide the player with them, expand the BB as the flames expand.
1>ZP free &FB..&FB
1>Page 1 data free &1EC..&1EF
1>../defines.asm(280)
1>game.asm(1702) : Jumping forwards 4 bytes at &1FFC
1>game &FF &4400 &993 &1F04
With 1 byte of ZP, 4 spare after the stack and 4 in main memory, I'm going to have to swap the two character row panel at the top for a one character row

Statistics: Posted by tricky — Sun Dec 29, 2024 9:33 pm