bfg.gamepassion Posted July 25, 2013 Share Posted July 25, 2013 (edited) Here is a result of a new tile engine for Colecovision. For information about screen in the video : Screen 1 : 27 bytes Screen 2 : 11 bytes Screen 3 : 25 bytes Screen 4 : 5 bytes ! Screen 5 : 17 bytes Screen 6 : 0 bytes (same definition as Screen 4) Screen 7 : 55 bytes So, 7 screen for a total of 140 bytes ... I think it's not too bad ... http://www.youtube.com/watch?v=vYtp2YWUZ1g Edited July 25, 2013 by bfg.gamepassion 2 Quote Link to comment Share on other sites More sharing options...
hardhat Posted July 25, 2013 Share Posted July 25, 2013 Fun for sure. I'm using a similar compression for Reckless Wizard, which contains a map with 128 screens. So that'll be exciting when it is finally released. Quote Link to comment Share on other sites More sharing options...
Kiwi Posted July 25, 2013 Share Posted July 25, 2013 Very cool!!! Great job!! I was definitely heading that way when I wrote the tileme() function in the experimental Earthbound mockup for my future games. Also, mapping like Zelda 2, where they have a strip of tiles. I wrote the routine for smileBASIC for Petit Computer, and not yet attempt it for the Colecovision. Mapping tiles in Petit computer is difficult, but that is when I learned a lot of programming tricks from and able to transfer those tricks back to the Colecovision. Quote Link to comment Share on other sites More sharing options...
youki Posted July 25, 2013 Share Posted July 25, 2013 Fini ce jeu!!!!!.... il etait dans ma tres longue "To do List" pour quand je serais a la retraite! So complete it, i can remove it from my list! Quote Link to comment Share on other sites More sharing options...
Crapahute Posted July 25, 2013 Share Posted July 25, 2013 Hé hé hé Quote Link to comment Share on other sites More sharing options...
+grips03 Posted July 26, 2013 Share Posted July 26, 2013 Shinobi Quote Link to comment Share on other sites More sharing options...
Tony Cruise Posted July 26, 2013 Share Posted July 26, 2013 Excellent work, demonstrates that there are lots of techniques to reduce the rom space used by screen layouts. I have a future game planned (after my original game conversions are all done) that will require quite a lot of data compression techniques like this. Quote Link to comment Share on other sites More sharing options...
bfg.gamepassion Posted November 1, 2013 Author Share Posted November 1, 2013 More testing ... http://www.youtube.com/watch?v=xlNxj4za1uo 5 Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted November 1, 2013 Share Posted November 1, 2013 Not too bad, but the tile flickering on the right side of the screen is kind of annoying... Quote Link to comment Share on other sites More sharing options...
bfg.gamepassion Posted November 1, 2013 Author Share Posted November 1, 2013 Yes it's fixed in my new version. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 1, 2013 Share Posted November 1, 2013 I take it there's not enough memory to store a half-step version of each block? I think moving a half-tile at a time might be enough to fool the eyes. Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted November 1, 2013 Share Posted November 1, 2013 I take it there's not enough memory to store a half-step version of each block? I think moving a half-tile at a time might be enough to fool the eyes. It's more a question of color limitations, which would lead to color bleeding between the red crates and yellow wall tiles when displaying half tiles. 1 Quote Link to comment Share on other sites More sharing options...
youki Posted November 3, 2013 Share Posted November 3, 2013 Ca commence a avoir de la gueule!!! Quote Link to comment Share on other sites More sharing options...
RKGames Posted November 10, 2013 Share Posted November 10, 2013 Awesome work! Quote Link to comment Share on other sites More sharing options...
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