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Showing posts from May, 2016

Updated Map (Spoiler alert)

I've been chugging along filling out content, and getting really close to being finished!

Tonight I added a bunch more rooms, then realized that I really need a few more room layouts for variety. With some playing around, I was able to create 3 new room layouts using the existing graphic chunks, only rearranged slightly. So each of these layouts only requires 4 bytes of rom space each, instead of the 75 that I'd normally need!  I haven't added them in yet, I'll need to go back and replace some other rooms.

Until then, here's the current map! Just a few white spaces left to fill in!


Overworld finished!

As the title says, I finished the overworld tonight. 45 out of 196 rooms left to go (dungeons 4 and 5).

I don't have an updated map to show yet (I updated the engine by 1 scanline, so my new screenshots don't exactly match the old, I need to update my script that crops and adjusts them before I can get the new rooms on the graphical map).

I'm at the point now though, where every bug that gets fixed requires searching through old code to find places I can optimize a few bytes away. Fun times.

Optimizing space, adding a switch.

Thanks to the nice folks at AtariAge, I got some feedback, mostly about various bugs, which have been cleaned up.  Now I'm trying to power through and add the rest of the content. Which is tricky, because I just don't have that much space left.

The biggest area of concern right now is enemies.  My space left in the bank where I store enemy data is small. Just a couple hundred bytes.  And I needed to add definitions for at LEAST 3 more enemies (bosses for the next 3 dungeons). And hopefully, another 3 or so more general enemies, so the 2nd half of the game isn't completely boring.

The first order of business was to read through the existing enemy definition code, and start optimizing. The first few enemy functions were unnecessarily huge. The amount of code for the slime and toady were just silly. I managed to compact it all a little bit, and squeezed in the 3 boss monsters.

Without much space left, the next 2 enemies were just palette/graphic swaps with more HP/Damage of …

Looking for feedback

I've posted a build of Anguna on AtariAge, with most of the code of the game finished, and about 1/2 the world done.  At this point, I'm looking for people to try it and give feedback. Does it work? Is it fun?  Are there major issues with it?


If you have time and an Atari emulator, let me know what you think. Thanks!