salstadt said:
"How about a competition for...artwork and title screen (maybe a kromawhatsit screen if you have space)"
Hellooooo, resident Atari homebrew artist here!

Unless our coders are opposed to it, I'd really like to do all art myself.
I am not opposed at all. But I'll only do the kernel and maybe algorithms for efficient storing, somebody else will have to do all the remaining (boring) stuff.
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Thomas, I'm loving the way those screens are looking. Alternating scanlines for the 3rd dimension never even occured to me.
It's not looking that bad, but full "3D" is most likely too much. I'll try the other 2.5D option, before we decide which is best. And maybe we'll have to switch back to 2D, due to RAM restrictions anyway.
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So hey, what format do you guys want the animations in? I can do either animation files, still gifs or even as X's in text files if you need them as such.
X's in text files would probably most convenient, though of course we I'd like to see the animations before coding them.
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Be as specific as possible (ie, "8x16 2-color 6-frame max") so that I can really make the most of my resources.
It's probably still a bit early fo exact specifications. When using RAM for displaying the dungeon, we should have about 3K for the animations, which is not that much
We could duplicate the kernel over several banks and exchange the enemies animation (plus some eye candy like torches, windows, bricks etc.), but that would only gain us little extra space since the Prince's animations hat to be in every bank. Though... if we split that too (e.g. with/without sword)...
The current format requires 8xY*2 (graphics and color) bits for each animation. You can use as many colors as you like (one each row). Y has yet to be determined. IMO the best would be, if the animator does it (maybe something around 2/3 of the room height, which is ~30 pixel ). Something around 20 might work. That would be 40 bytes for each animation frame, though we might be able to share some color data and a lot of graphics might not use the full height.
The number of frames depends on how many animiations we need and how much space we have. With 3K we could store ~100 of them. With "wasting" a few banks, we might be able to store ~200. And if we find a lot of frames which share the colors, this number would grow further. And we only need the animations for one direction, since we can "reflect" both players data.
BTW: The sword is currently limited to constant widths and horizontal moves for each frame and the visibility is linked to the color data. This should save some valuable space.
I hope that was not too complicated.