I spent all day on Get Out of My way, a brawler game.
Believe me: programming is HARD.
In the second screen, you need to fight bad guys in the RIGHT order, or the game will allow to go to next room before defeat all of them. I guess because in the first screen, you fight bad guys in the order.
Somehow, the game uses the same pattern.
Sorry for extra status on the screen. I need them to check where the problems come from.
For this blog, I used 'show all sprites' option included in Colem, a colecovision.
Then I played the following games, Donkey Kong, Kiwi's Beach Clean Up and GOOMY!, an beat'em up game I'm working.
Both Donkey Kong and Kiwi's Beach Clean Up, are flicker free now.
However,
GOOMY! is still flickering as bad because the game remove some sprites and add them in some cycles, to make sure we can see all the sprites on the screen.
Maybe there is something I don't know how to show more four sprites with few flickering without to remove and add sprites with cycles.
I browsed Atariage when I found into this topic: http://atariage.com/forums/topic/288856-rallyx-scrollingcolecoz80source/
Kiwi released a program and an open source to show how to scroll 8 directions on Colecovision.
So I write down the code and compiled it. It's incredible!
So I start thinking: how about making GOOMW! to scroll, once the player beat down all opponents and go to the next screen, the background should scroll, like most brawler games do.
Kiwi's program scrolls the whole screen. In GOOMW!, it needs to scroll only in the window. But at the same times, Kiwi's only uses four tiles in his program. Mine would need over 20 tiles to deal with.
I'm aware adding scroll in my game would take more resources of Colecovision and take more rooms as well.
In the PROGRAMMING COLECOVISION GAMES manual, page 44, it's written,
''This modified version of Marcel's ColecoVision library is optimized to produce smaller games by using ColecoVision BIOS functions and no support for : spinner, 3rd fire button, 4th fire button and less sprites.''
No wonder why I can't use Fire 3 and 4 in my program.
I went to pharmacy today. The first thing I noted is a bin full of Game Pokes, a handheld game with 100 games and they are black and white systems.
This handheld system uses a battery-watch to run.
Based on screenshot, the graphic seems to be poorer compared to the Game Boy.
These systems are sold for only $9.99.
If Game Poke was released in 1990s, it could have a little success and take an alternative to the Gameboy, but today in 2019, it's just crazy. Kids today enjoy more playing on smartphones than this terrible black and white system.
The bin full of Game Pokes will stay full for a long time.
A pharmacy is not a right shop to sell Game Pokes.
I never noted until now in Donkey Kong on Colecovision, Mario is flickering, best noted in level 2.
Mario seems to be drawn with three sprites. When two mods come out, Mario started flickering.
I'm not sure what Mario looks like if he was drawn with only two sprites instead. The game would improve a little, less flickering but Mario might not look good.
I never saw Mario flickering in 1980s. Maybe old tvs make Mario less or no flickering at all.