Thomas Jentzsch, on Sun Jan 2, 2011 5:31 AM, said:
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This is mostly due to the level storage design. Each screen only holds a maximum of 2 objects (an object being an enemy, ladder, save point, item). Each screen's data is basically 16 bytes long:
Tile pointer data - 6 bits per tile (5 actually, but high bit is reflect bit) x 12 tiles = 9 bytes
Adjacent rooms (left, right, top, bottom) = 1 byte per room x 4 rooms = 4 bytes
Room object types = 4 bits per object x 2 objects = 1 byte
Room object X/Y positions = 4 bits per axis x 2 axes x 2 objects = 2 bytes
Each tile pointer points to one of 32 tiles that all the rooms are built from.
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Well it doesn't really restart the game. You still keep everything in your inventory...
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You don't, really. The only object is to explore and eventually open all the doors so you can get to the end of the game.
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-It would be nice if Panky could duck (maybe only in easy levels?)
-Could not make out any differences between the levels (except for less lives), something like harder physics (e.g. more gravity) or -faster, less predictable and more enemies etc. would sure help.
I think I'm going to plead lack of RAM and ROM space here.
According to my handy text file that has my notes (last updated in July, so possibly out of date) there's only 148 bytes free in Bank 1 and 69 bytes in Bank 2. Banks 3 and 4 handle the title/ending screen and music, respectively. I don't think the situation there is much better either...













