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Weird World


Mord

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So after most of a week, I finally managed to replace the old room loader with the less compact but easier to read new room loader. Essentially a change in room format. It doesn't save as much space as the older one but you end up saving space on the code portion to load it. Which is good because the Inactive Object management is going to suck up some rom space when I get to patching it in. (Most of it is written, but not untested.)

 

I also changed the "undefined" object flag for room objects to trigger on the Input byte instead of the Y coordinate. It was fine for versions up to now where either the object existed or it didn't. Things in the upcoming Inactive Object list however will have a Y value saved. They won't have anything in the Input byte however since that's not saved when they're pushed to Inactive.

 

Nothing interesting has changed in the rom with this switch so I'm not going to release yet another binary for today. ;) The only visual difference from a player's point of view is that I also fixed a glitch introduced when I changed the status bar. I made the status bar smaller, thus making the gamefield size larger. However I didn't change the values for the Maximum Y coordinate of the player before switching screens which meant if you got close to the bottom of the screen, it'd change screens before you actually touched the bottom. Nothing special here. Just had to fix the associated value in the constants file. :)

 

What I WILL show off today, is one of the several freaky "worlds" I created by having bugs in the first few attempts at the new room loader. Basically info is being read wrong for the playfield but it can still be "explored". There are several dead ends etc however so learn where you can and can't go! There was one other "Weird World" that I saw but didn't think to keep a rom of it. It was actually larger than this one too. Ah well.

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