Changes

Gryzor

1,281 bytes added, 10:45, 4 May 2019
/* Technical */
==Technical==
The engine code is similar to Renegade's. This is expected because it was written by the same programmer. Similarities:* Sprites are stored upside down(bottom to top)
* Sprites are defined for mode 0 with pen 0 as transparent
* An animation is composed of frames. Each frame is defined like Renegade, where there are one or more sprites with x,y offset and width, height.
* The tile map is composed of macro tiles.
* Macro tiles are 4 tiles wide.
* Each tile is 4x8 mode 0 pixels stored left-to-right and top-to-bottom.
* Supports 128 KB of RAM (to load the whole game at once)
* Each level's data appears to define the animations, map and sprites.
 
Differences:
* Sprites are stored with pixels from left-to-right like normal.
* Unlike Renegade, the sprite draw list can have multiple entries for a character. For example the run and shooting animation, is two separate items in the list, each with it's own animation. The legs and the body having different animations allowing the leg animation to be re-used with multiple body animations.
* Level tiles appear to be shared across all levels
* Macro tiles are either 8 or 7 tiles tall.
* Level tiles are shared across levels.
* The encoding of the map is different.
* Unlike Renegade the sprites do not appear to be sorted in Y - at least not for level 0.
* The animation data has an additional byte before the number of frames. This appears to be used for temporary data.
== Game map ==
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