I realized that what I need at first is some game engine with a feature list like this:
- character based playfield (some action)which is as much as full screen as possible
- playfield rolls both ways, so if desired it can but does not have to be fed with additional data
- horizontal and vertical scroll which is not that hungry for resources
- 1 bit (ORed = fast, 1 common color extra should make sprites look good enough) software sprites to use as PMG underlays (thus width should match PMG so 8 color cycles), preferably 5 of these, will see
So far I have scroll and soft sprites working (well, kind of - see bellow):
MANAGER.zip 1.28K
110 downloads(use joy0 and cursor keys to initiate action, for both only 4 main direction allowed)
The problem is that current incarnation of my Engine is way to slow (thats why you see flickering and there is more when sprites are at the top) !
For the screen I move 128 bytes (width) and update 32 line (2 lines hidden) adresesses (lower byte) for horizontal and roll full 32 adresses for vertical scroll. I think the real problem lies with software sprites where, so far, I used horizonatal preshifted data for it and was trying to avoid to many loops which unfortunatelly is not enough.
I write hoping that you will keep your fingers crossed so I am succesfull in optimizing it to the point where playfield scrolls both ways and 5 software and 5+4 (reused) PMG sprites gets refreshed within one frame (I really hope it is possible) thus every other frame is spent for game logic and character based action.
PS
If I am succesfull I plan to share version of this engine available from Atari Basic to facilitate game prototyping. If not, well .... then I'll lower my expectations I think cutting on the number of sprites and ability to scroll vertically (the later option looks especially interesting as it would allow me to move some processing into the next frame. On the other hand it would be more suitable for sideways shooter then. Hm..).
GameEngine














