11 March 2016 - Forum Rules
Started by drax01, January 25, 2023, 02:46:40 PM
Quote from: tacoschip on April 30, 2023, 04:32:42 PMFor the moment, I'd like to use a clean rom first to catch my own mistakes. Then I'll publish the source code *after* your project is released, to avoid giving others an early advantage.Currently we can have 10 stages (Goro Lair, Pit MK1, Armory, Dead Pool) without much trouble; Wasteland (11) requires re-coding which I am looking into, plus I'm reserving extra space for possibly 4 more maps (either future hack or other game).Funny enough, I noticed that Living Forest + Goro's Lair have a duplicate palette - meaning only 2/3 palettes are fully used. I did have to remove a color from Armory + Dead Pool + Wasteland to make them fit within MK2 engine. I'll show this difference later.Next I need to expand the IRQ engine, which will take time as the original is a template copy-paste mess. Then I have some of my own ideas to look at, see what more can be squished out of this game.EDIT: It can handle 12 stages without majorly breaking anything.
Quote from: tacoschip on May 01, 2023, 10:25:15 AMI am editing the ROM to include 3 new stages - Dead Pool, Wasteland and Armory. It's partly done but it takes time.
Quote from: tacoschip on April 28, 2023, 09:04:46 AMThanks! Hmm. Wonder if it's hidden somewhere.
Quote from: tacoschip on May 04, 2023, 09:35:58 AMSadly I think no. Having 2 fighters on-screen will force removal of blinking box cursors.EDIT: Reset. Splitting upper - lower sprite chr banks could work (25% possible). I want to work on other projects for awhile; that will take a lot of thinking.
Quote from: tacoschip on May 05, 2023, 10:48:04 AMHard to say yes because I'm 25% sure it can be done - more big unknowns than fighters on select screen; greatly depends on the mockup. :rofl:
Quote from: tacoschip on May 05, 2023, 02:48:55 PMLet me try editing the sprite code first to make sure it's okay.
standing idle106:827c => 06:847205 08 10 f8 00- This is sprite header (5 width, 8 height, attr table #, xpos, flag)ff 03 04 ff ff0d 0e 0f 10 1123 24 25 26 2738 39 3a 3b ff49 4a 4b 4c ffff 59 5a 5b ff68 69 ff 6a 6b76 77 ff 78 79- These are tile #s (00-7f), with FF = blank
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