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Vertical Scrolling + no_blank_lines playercolors Demo


Gemintronic

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This is a vertical scrolling demonstration using RevEngs no_blank_lines playercolors kernel modification.

 

Der Luchs wanted a scrolling demonstration that was longer vertically than my previous squarish 16x16 demos.

You can move up and down. That's it. The level is pretty big so when you see empty space don't worry - you're still going places :P

 

Thanks to bogax who supplied the byte reversal code in bB and RevEng for this kernel modification!

 

Please note only the first and third elements are asymmetrical on screen.

%00000000, %00000000, %00000000, %00000000

 

The second piece of level data is repeated in the center

%00000000, %00000000, %00000000, %00000000

 

The forth element is currently unused but is intended to store other level data like enemy placement and triggers

%00000000, %00000000, %00000000, %00000000

 

Since RevEng used an earlier kernel the score shakes while scrolling.

bevious.bin

bevious.zip

 

UPDATE: A pfres of 7 seems to stop the score from shaking..

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I would suggest that enemies going vertically should move at double speed, otherwise they look static when scrolling.

 

But you could leave the normal speed so you can include static enemies like bases.

 

On the other side, I've discovered that if you put kind of paths for enemies (like arcs, lines and ellipses,) the speed is not so important.

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