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Myst online fireplace puzzle1/22/2024 ![]() ![]() You can also have one vertical line the same color as the pointer (this is missile0) and optionally the background on the right side of the screen can alternate with an additional color. There is then an "overlay" made up of sprite1 that's an 8x48 strip of blocks (each overlay line can be its own color) that overlays the screen to add a bit more detail. There is a fixed background color, but each 4-scanline high line can have its own foreground color. My kernel draws a 40x48 asymmetric playfield. This involves roughly 800 scenes, in the end taking three 140k floppies, so roughly 400k or so of data (most of which is compressed).Įach "scene" is just what's on the screen. I did do a full Apple II version with similar graphics limitations (40x48, but only 15 colors, but you have no limitations of colors per line). Having the decompressed data in RAM has other benefits too, as for some of the effects and puzzles I patch the graphics on the fly rather than having separate copies.ĭoing a "full" VCS version of Myst would be a lot of work. This is why I use the E7 ROM as it includes enough RAM to do this. This does require RAM to hold the decompressed data. I guess in theory I could maybe squeeze things down to fit in a 32k ROM.Ĭurrently I am using ZX02 compression where each level is 256 bytes or less compressed. For my stripped-down version of Myst there are going to be roughly 64 scenes (plus a bunch of other code for the intro and puzzles and such). Out of curiosity, would it be possible to use the F4 mapper for this? I think 32K is just enough to fit most, if not all, the puzzles in the gameįor my game kernel the graphics for each scene take 512 bytes. ![]()
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