Wickeycolumbus Posted August 23, 2009 Author Share Posted August 23, 2009 Here you go. Don't expect much. Quote Link to comment Share on other sites More sharing options...
analmux Posted August 24, 2009 Share Posted August 24, 2009 Here you go. Don't expect much. Thanks. Are you using machine language or 2600 basic? Any plans for a background yet? Quote Link to comment Share on other sites More sharing options...
Wickeycolumbus Posted August 24, 2009 Author Share Posted August 24, 2009 Here you go. Don't expect much. Thanks. Are you using machine language or 2600 basic? Any plans for a background yet? Assembly language. I am thinking about using a bankswitching scheme with a lot of RAM (4A50 perhaps) and doing a 96x128 bitmap. Unfortunately, this would limit the game to only one or two colors per line. Quote Link to comment Share on other sites More sharing options...
Devin Posted August 26, 2009 Share Posted August 26, 2009 Here you go. Don't expect much. Thanks. Are you using machine language or 2600 basic? Any plans for a background yet? Assembly language. I am thinking about using a bankswitching scheme with a lot of RAM (4A50 perhaps) and doing a 96x128 bitmap. Unfortunately, this would limit the game to only one or two colors per line. The SMB playfield is not very complex - just a simple grid. You could implement the level as an array of bytes. In the attachment, NES SMB uses about 10 squares per column. In your version, you can use 8 and the game will be just as good. So, each column in your game could be a single byte. You could even have to parallel arrays for 4 grid item types. I remember seeing an excellent version of a Mario sprite on these boards. It didn't use flickering, but looked great. That might be a good solution. Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted August 26, 2009 Share Posted August 26, 2009 (edited) . Edited May 20, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
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