Hi Neil,
NeilB wrote:
I can relate to the long periods without momentum, I'm sure all us old school coders are nodding with that knowing look


It is frustrating though, only getting half an hour or so every now and then to work on the game. It's taking months to write something that could have been knocked out in a few weeks. Oh well, just have to keep chipping away at it I guess.
NeilB wrote:
This I learnt when converting Amiga games down to the Speccy.... the phrase 'that's got to go!' was heard a lot
The problem with my game is that it was written for a 64K machine and the graphics in particular use up a lot of memory. But it's such a simple game there's very little that can be thrown away!
NeilB wrote:
Would love to see the video - or a WIP SSD of the main character moving around the screen.
The video never happened because there wasn't enough memory to hold the screen map and sprites at the same time. I'm probably going to forget about doing a video and just create a small playable demo instead when everything is squeezed in.
NeilB wrote:
Being slighty nerdy I'd love to see your cross compiler as well,
I was thinking of releasing the game's source code when it's finished. That would also mean having to bundle the assembler along with it to be able to build the game from source. While I don't have any plans to officially release or support the assembler in any way, I could knock up some documentation and let anyone who's interested have a play with it.
NeilB wrote:
and would be great to hear how you compress the sprites ( byte run? ).
I decided to leave the sprites uncompressed since I need as much speed as possible for the game to run smoothly on the Electron. The only 'compression' as such is eliminating sprites that are mirror images of each other and flipping them on the fly.
The tile graphics are heavily compressed, first by encoding them as 1 or 2 bit images rather than the usual 4 bit for mode 2, then by doing RLE to compress byte runs and a variant of LZ to compress repeated blocks. It was a bit of a balancing act between the effectiveness of the compression and the speed of unpacking to the screen.
NeilB wrote:
How you are going to handling the low memory issue? It's always nice to share experiences and I'll be sure to let you know how I jump these hurdles.
The memory limitations have been overcome in several ways:
1. shrinking the screen to the size of the play area freed up around 8K!
2. compressing the data, in particular the graphics and music.
3. using as much of the memory below &E00 as possible.
4. building in some breathing room - for example I've got the screen maps aligned to 64 byte boundaries but they only use 52 bytes. This could be used to reclaim around 600 bytes if (or should that be when) things get really tight.
NeilB wrote:
Finally I just wanted to say, the game screen shots are looking great, looking forward to the next installment
Thanks for the encouragement

I really should get around to doing some more up-to-date screen shots... so little time!