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JackAsser
Registered: Jun 2002 Posts: 2014 |
Eye of the Beholder
Resumed. Easy Flash.
https://youtu.be/dvWrimZUk40 |
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Oswald
Registered: Apr 2002 Posts: 5086 |
jesus christ, I dont have so much in p1 src, which is a bloated vb6 shit :) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
how do you manage to handle the huge code size ? breaking it down into bigger chunks, oop like thinking? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: how do you manage to handle the huge code size ? breaking it down into bigger chunks, oop like thinking?
Like any big project. Separation of concerns. Proper segments. Bank-agnostic jsr-macros that automatically bank switch when needed etc etc. Strict calling conventions between routines. Proper event driven main loop to avoid concurrency issues (i.e. classic UI coding). But even with all that there sneaks in hard to get bugs, mostly because I accidently reuse ZP-vars as loop vars and then two routines are connected and the other messes with the loop index in the former. Totally annoying but I don’t want to waste new ZP per sub routine since it’s a scarse resource. |
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HCL
Registered: Feb 2003 Posts: 727 |
Unbelievable!! |
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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
I already commented on the FB post, but I got to say it again - amazing!
How are you implementing all the rules/game-logic? Is the original game reverse-engineered so you have something to work from?
And the bitmap+sprite overlay does a splendid job with the graphics, nice to see what can be done when 50 fps isn't a requirement! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: I already commented on the FB post, but I got to say it again - amazing!
How are you implementing all the rules/game-logic? Is the original game reverse-engineered so you have something to work from?
And the bitmap+sprite overlay does a splendid job with the graphics, nice to see what can be done when 50 fps isn't a requirement!
I spent 4 months in IDA Pro disassembler disassembling the DOS version and reimplemented it in Java and iOS. Years later ScummVM did the same so it’s a good reference to double check when I find my own sources weird. Though most often in those cases it has been bugs in the original. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: I already commented on the FB post, but I got to say it again - amazing!
How are you implementing all the rules/game-logic? Is the original game reverse-engineered so you have something to work from?
And the bitmap+sprite overlay does a splendid job with the graphics, nice to see what can be done when 50 fps isn't a requirement!
Regarding the bitmap, yes I’m amazed myself. Initially I had plans to let opaque chars to use the overlay also giving 3 variable and 4 global colors per char but it ate twice the memory natrually and was much slower to render. |
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TWW
Registered: Jul 2009 Posts: 545 |
Personally, this is a work of art. Coding that UI stuff is a nightmare and making it that smooth (also the quality of the gfx) is very good to say the least.
Congrats! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Personally, this is a work of art. Coding that UI stuff is a nightmare and making it that smooth (also the quality of the gfx) is very good to say the least.
Congrats!
Thank you for the kind words! The UI is not so much a nightmare to code. It’s rather simple and straight forward but the sheer amount of it and the fact that it’s utterly boring makes it extremly tedious to do. I have UI stuff on the top of my todo. I just want to be finished with it asap. Sooooon done (working on the camp menu now)! |
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WVL
Registered: Mar 2002 Posts: 899 |
Is looking wonderful! How many kb's are already used? |
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