Many thanks - I make a lot of use of your ADFS utilities to get stuff between BeebASM and B-Em! The 256x192 monochrome play-area means it could be ported to an Atom too. The reason I did it in MODE 4 was because I needed the resolution to keep the cartoonish nature of the original graphics but I was certain I couldn't fit everything I want to into MODE 1 - particularly as I'm just learning.
Here's what I've done so far. I've taken the plot routine of Jet Set Miner, and tweaked it so it will plot at any x-location rather than using pre-shifted sprites, and use a calculated y-offset value rather than a look-up table. That noise will be Tom and Rich shaking their heads at my code.
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File comment: Sprite routine so far
clap-print.asm.zip [2.55 KiB]
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I've added tricky's random number generator so I can print out some frogs at random locations. I'm using OR to put these sprites on the screen, so they are "see-through".
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File comment: Some randomly placed frogs
6502plot.png [3.84 KiB]
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If everything goes well I might re-do the graphics in MODE1 for a version that uses a 16K Sideways RAM bank.
If I did an Electron port I wouldn't want to have screen memory on the screen - but I'm afraid I'd have to use the tape interrupt or something like that in order to hide the unused area of the screen memory to fit the game in and I don't know how to do that!
EDIT: I just had to write a quick program to convert my graphics data stored in Beeb character block format into row-by-row format - so the graphics look scrambled when you load them into screen memory. I noticed games did this before, but never knew why.
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File comment: Row by row graphics data
rowbyrow.png [5.65 KiB]
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