Up and down movement code for Stage 3 orange loopers (screenshots in next post).
A couple of weeks ago whilst creating more graphics, I found the disk space objects were taking up was greater than planned, and I would likely run out of space if I wanted all the alien creatures in the full game. A new method of loading and creating objects’ graphics data had to be devised. It’s taken two weeks as the internal graphics data format required some tricky code to convert it correctly in-game, and all the objects’ data needed changing. Objects now get any shifted(pixel accurate) frames calculated during load, rather than stored on disk. Mirroring can also be added easily now. On a real Atari the loading between stages will be faster. On an emulated Atari with fast disk patches, the loading will appear slightly slower because while the disk access takes place almost instantaneously, the shifting and conversion code takes a second or two.


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