Kroc Camen
Kroc Camen
The original code erases or redraws the HUD on the bitmap when switching between main & menu screens. We could do away with this by using the raster split to...
I have embedded the bitmap and colours directly into the PRG file "in-place", doing away with a lot of code to programmatically build the display (particularly during initialisation). There are...
Something I need to remember to fix to continue: - [X] Include the border-lines either side of the HUD in the bitmap data, rather than drawing programatically (`clear_screen.asm`) - [x]...
Building our own disk image now works, and Exomizer is used to compress the payload, but we still need a fast-loader to actually improve the transfer speed. I will likely...
Something I have noticed now that I am able to re-arrange segments in memory is that we should place all page-aligned segments together so as to avoid wasted bytes between...
I've got the game working on VIC bank 3 ($E000..$FFFF); there remain a few bugs related to the move, but once they've been rectified, we can move to the new...
- [x] Rendering of the local chart is very broken in the hiram build!
The galactic chart extracts a Z value for stars! We can use this to determine star-sizes in an OG-compatible manner
Also consider adding target markers for ships, as seen in this video: https://twitter.com/jamesedge/status/1302601941504143364
NB: If I can control the order of drawing so that the 'dust' is drawn first, then the sun, then the ships; I can optimize the sun-drawing to not merge...