More Text Adventure and stuff...
I'm really impressed by bfg.gamepassion's work. He already completed 2 games for the Colecovision and they both are puzzle genre games and well made. I did suggest him to ask Newcoleco to see if he can put together music for him. I got really excited(a little too excited) when I saw that Newcoleco accepted the request. I can't help being a puppy sometimes. Now he's working on Lock'n Chase .
Anyway, Text Adventure. I replaced almost all of the fill_vram() tiling method with 56 bytes table + putframe(). I produced a 15000 bytes table of zeros and put that at the bottom of the program. I think this should help since 16KB and 24KB are Colecovision's cartridge switch point. Forcing the ROM to be close to 32KB should(hopefully) prevent resetting glitch.
Next, I need to merge all the sprites in the game in one single pattern table. I believe I understand the RLE compression that I could do that in Notepad. The blob, man, woman, king, and etc are seperated. When rle2vram is called, it fills the entire 256 sprite pattern table everytime. I think merging the table and fewer rle2vram function may help prevent that glitch. Then I can put back that Kiwi sprite logo into the program.
I made a 64 tiles intermission screen, it looks really awesome(in my opinion, other may say it stinks) and I pushed the 1-bit style pixel artwork and the limited colors to the limit.
In addition, I need to work on part 2. I have to pixel in the tiles for the scenes I want to draw. I already know what the puzzle is and going to work on that when I get 5 different rooms drawn. Then the final scene.
Post game: The game's short and the core of the game needs to be finished. I figured out how to extend that replay value. I'm also planning to add sound into the game, and maybe music.
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