Action RPG Version 0.015
Sep. 1st, 2007 11:23 pmFinished this up earlier today. The rom's released on my atari age blog. Got what I said I was going to do done. I finished fixing up the display kernel so the graphics of items leaving the top of the screen wouldn't corrupt and altered the heart placer routine to drop more than one heart. This allows the object manager to display how it uses flicker to display more than 2 objects on the screen at a time.
There ended up being a couple glitches in the AI routines that only showed themselves when flickering was going on. So managed to fix those up for the release as well.
In the next version I'm going to look at the roomloader routine. The goals will be some optimization if possible, along with adding a few more options to the room formats. The big addition will be Room Objects. Essentially objects that would otherwise have to be global (and thus take up a lot of ram to hold!) but by storing the data for them in the room format instead, they can be ignored for the most part until the player enters the room - since they'll never leave the room!
An example would be the castle gates that open or close. The only thing we really care about is whether it's open or not, which has to be saved in ram - a single bit of ram really. The rest of the data just needs to be defined with the room in rom.
But that'll wait til tomorrow at the earliest. I'm not ready to dive back into the code tonight. (But I'm thinking about how to implement it all the same. ^^;;)
There ended up being a couple glitches in the AI routines that only showed themselves when flickering was going on. So managed to fix those up for the release as well.
In the next version I'm going to look at the roomloader routine. The goals will be some optimization if possible, along with adding a few more options to the room formats. The big addition will be Room Objects. Essentially objects that would otherwise have to be global (and thus take up a lot of ram to hold!) but by storing the data for them in the room format instead, they can be ignored for the most part until the player enters the room - since they'll never leave the room!
An example would be the castle gates that open or close. The only thing we really care about is whether it's open or not, which has to be saved in ram - a single bit of ram really. The rest of the data just needs to be defined with the room in rom.
But that'll wait til tomorrow at the earliest. I'm not ready to dive back into the code tonight. (But I'm thinking about how to implement it all the same. ^^;;)