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Color RPG kernel


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Here's a demo of an RPG kernel which should be quite practical in a 4A50 cart or maybe even the SuperCharger. It would require self-modifying code, but not obscene amounts (256 bytes per row, so 2.25K for a nine-row display); a SuperCharger implimentation would probably be reasonable also.The kernel supports a 9x9 display of 8x16-pixel characters with eight pseudocolors at 30Hz flicker (each character can contain two real colors, and they can be blended if desired). The graphics here aren't the best, but could be improved. Because the screen is character-based, scrolling around the map should be quick and easy.

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This looks pretty nice.  Actually...hmmmm.  Care to share the source for this?  I've been casting about for an SC project.

 

I'll release the source once it's a bit more cleaned up. BTW, it's up to ten columns now. 8-) Doubt I'll get eleven since that would require way more cycles.

 

Another interesting notion would be using flicker-blinds instead of straight flicker. It would make some parts of the kernel easier, but some parts harder, so I don't know if will work within time constraints or not.

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