Captain Cozmos Posted May 25 Share Posted May 25 After I disassembled and examined the Colecovision version I have learned so many great ideas on pattern animation and programing. To start the conversation and relay my observations I will explain it briefly. The basic concept is that it cycles through the pattern generator changing the address of where the patterns are located with slight differences to only what the programmer wanted animated. It would have the the static things that do not change which would be the walls, score, rope, ladders. The fire, treadmill, snakes ect... are changed as it cycles through the pattern location in VRAM. The interesting part is that these patterns are constantly changing regardless of whether they are present on screen or not. They have a constant timing and you never have to worry about them. Create a map table and a room, put your animated patterns wherever you need them and there you go. How cool is that. CC 2 1 Quote Link to comment Share on other sites More sharing options...
Zinister Posted May 25 Share Posted May 25 Neat. This game was way ahead of it's time. Quote Link to comment Share on other sites More sharing options...
Tempest Posted May 25 Share Posted May 25 Neat! Anything interesting hidden in the code? Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 25 Author Share Posted May 25 2 hours ago, Tempest said: Neat! Anything interesting hidden in the code? I'll keep at it and let you know but so far this is an extremely simple and strait forward game. It's so simplistic I'm surprised you don't have a level editor or something. Quote Link to comment Share on other sites More sharing options...
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