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Renegade

966 bytes added, 10:03, 13 January 2019
/* Technical */
* Sprites are stored as mode 0 with pen 0 as transparent.
* Sprites are flipped by code in realtime (e.g. the facing right sprite is a flip of the facing left sprite).
* Some Sprites are stored in multiple partsand are composed during drawing. Each part has an x, such as y offset, width and height based on the blue jeans are seperatesprite's coordinates. Therefore heads, so some characters bodies and legs are composed from more than one spriteseparate. This allows re-use for all characters and enemies.
* Sprites are stored as follows:
It is believed this is done so that drawing a sprite facing left, and drawing a sprite facing right will take the same cpu time and so that the frame rate will remain more constant.
* Supports 128K RAM. All levels are loaded at once. One 16KB bank per level.* 2048 bytes for tile graphics. These are defined per-level. These are copied from &31e0 in 4 parts . There are 128 possible tiles. Runtime ranges: &e600-&e800, &ee00-&f000, &f600-&f800, &fe00-&ffff.* Tiles are 4 pixels wide and 8 pixels tall. Each tile's graphics uses 16 bytes. Tiles are stored uncompressed, left-right and top to bottom.* Tile map uses 64 bytes. Each byte seems to describe a block of 4 tiles, 4 wide and 1 tall. It's runtime location is at &BF90. This byte is used to lookup into data at 9600 which describes the 4 tile to use.* Sprites for all levels are loaded at onceand use ~13KB. They are located at &4a80-&7fff in main ram.* The game doesn't use hardware scrolling and uses a reduced screen and heavily uses the invisible areas of both screens to store code and data.
== Video ==
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