A couple of days later (not all spent coding, just less to TO code this week) and the scrolling is changed over and fixed!
I had a bit of a dumb moment, thinking the screen modulos didn't need changing - duh - that's what makes it work, otherwise it keeps looking for an outrageous amount of bytes to find the next bitplane, ending in what I was saying wouldn't happen: memory corruption.
So, after changing that - everything else had to change as well. Lucky for me I've stuck by my guns and continued to seek out more elegant solutions rather than having everything hardcoded.
After scratching my head over the screen mods - which has always made me scratch my head trying to work them out... It's not difficult once you get your head around it, but when you only approach that point usually once a project (in my case every year or so) you forget it's little quirks.
It ended up just changing a couple of numbers in a couple of key master objects. I was surprised how most things just came back up first or second try.
I got to look over some of the older code and revisit it - some had to be done (like ripping out half the scroll routine) - and in the process I put in a few things I wished I'd thought of earlier. Some routines got a much needed facelift and optimization. Many routines now run off a pointer and have eliminated a bunch of X Y coord conversions... Scramble is running much leaner on screen time now... which is good because I think I'm pushing the home stretch (so far as bare bones GAME goes).
Still to do, and my focus on this month:
- Score board routine. Now that explosions are done and objects get erased, time to tackle this
- Add new static objects Module and Fuel Tank
- Rework some graphics (mainly ship explosions)
- Start expanding the map framework to jump to the next map section
At the moment the map is really giving me pause... I'm pretty much doing it by hand as the Amos map editor didn't really work out - and I haven't really worked on a Blitz one. Devpac is limiting my text file lines - so the maps for this version will be done in stages.
If I get these things done by the end of the month, I'll start working on the Moving Objects (the missiles that fire up) and start on the Fuel handling code.
February is looking to be busy with a pretty big list of goals...
Cheers,
Sig.
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