Working walls.
I've been noticing that the walls in my 2600 game Castle of Doom weren't working very well a while back. I tried to make them work okay a few times, but each time I tried ended in failure. You see, the guy in the game stopped just short of the wall instead of bumping into it. I figured it must be because the pfread variables weren't set up properly. So I went to work trying to change them.
This is where the failure kicked in. Each time I tried to change it, either the guy got stuck in the wall or couldn't jump when he was supposed to. But apparently this time I hit the magic numbers and I think I have it working now. And it was hard doing it. So I have 76 bytes left in bank 1. I'm in the middle of using bank 2 for playfields. I was able to put in 26 playfields in bank 1 for some reason without them switching to bank 2. And now I'm using bank 2. I have 1,675 bytes left in bank 2.
But playfield designing is hard because I'm doing it a weird way. Instead of the usual playfield command, the playfields are stored in data tables. To make matters worse, it's all backwards. So I have to check and recheck a level over and over again when I'm designing a new one to make sure my idea is actually working. Because of this, some ideas I just altered because it wasn't feasible or impossible to do.
I cleaned my room yesterday because I was super bored. And as a reward for myself, I treated myself to a game of ActionMax. I like the ActionMax games. They just are simple: shoot the screen. I tried beating Wario in Super Mario Land 2, but it was impossible. I couldn't get half way into the castle because they made it too hard. At least in an ActionMax game you can see the ending.
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