I started in on making the kernal capable of loading room info properly based on variables rather than hardcoded pointers. While prepping it, I realized making it so different rooms could load and use different information would be useful. Then it got me thinking of the monsters that I could potentially use in this game. Since some of them are room-dependant, I did a 180 spin and started updating the Master Plan txt file for this game rom. So tonight and perhaps this week might be more of a brainstorming week as I look over notes that I've been writing down for the last month (most which will likely survive the brainstorming) as well as notes I wrote up originally back in 2002 (most of which will probably not survive in their current form as written.)
In other notes, while the rom is currently an 8k rom, before the final final game is complete, I'll probably upgrade it to a 16k rom using F6 bankswitching. A 32k rom is still possible of course, but we'll see how things go. >.> I can anticipate needing 16k due to the final area being so different from the earlier parts of the game, but otherwise...
Oh well, back to brainstorming.
In other notes, while the rom is currently an 8k rom, before the final final game is complete, I'll probably upgrade it to a 16k rom using F6 bankswitching. A 32k rom is still possible of course, but we'll see how things go. >.> I can anticipate needing 16k due to the final area being so different from the earlier parts of the game, but otherwise...
Oh well, back to brainstorming.