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Maze example program with Pac-Man style sprite


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#26 Random Terrain ONLINE  

Random Terrain

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Posted Mon Aug 1, 2011 2:42 PM

View Postjrok, on Mon Aug 1, 2011 2:16 PM, said:

It looks okay in Stella with Phospor turned on. I just mocked these up real quick, but ultimately for an "dot-eater maze game", I think the idea would be to make use of the multiplexed P1 in the DPC+ kernel. In that case, you could potentially have 9 independent sprite rows on one frame, resizing them to %00000011 to get 27 dots. Then you could do the same on the next frame, but reposition their x to create a 30hz grid of 54. By tracking the position of the "eater" versus the grid, you could resize each sprite accordingly, making the dots vanish as you "eat" them. 54 isn't a heck of a lot of dots, but it's probably doable in pure bB (DPC+).
Maybe Jr. Pac will get his dots after all. :thumbsup:

Back on the topic of the 32 x 24 maze example program, I just realized that there are two simple things I can do to the code in 14 places to speed things up. After I get done making the changes, vblank may not be necessary.

#27 Random Terrain ONLINE  

Random Terrain

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Posted Tue Aug 2, 2011 12:01 PM

The first post has been updated with improved code and corrected REMs. Unless I introduced a bug, the .bin file should run the same as the old version.




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