![]() ![]() but sticking to proper 80x25 video mode so I can have properly formed text. I'm actually working on something a little similar for DOS that I'm hoping will end up being a bit like Kings Bounty, but using normal text mode with 80x25 semigraphics and/or something akin to what Icon did. Still well done, getting any project like this out the door is an accomplishment. I PROBABLY would have tried to find a way to go mulitcolour mode even if you lose half the vertical resolution, just to try and get 10 colours per sprite (foreground, background, and two others per character) which is what I did for the fruit in Paku Paku. Straddling the 4 character boundary remains one of the best tricks for wringing more colour out of the system. uhg, been so long since I even thought C64 given I'm still screwing around with the pure 8086 assembly version for DOS and trying to give it sound support for as many platforms as possible. If starting over (which I might) I have a few different approaches in mind. The program itself actually loads data in the "new" video area, then copies it into the top 8k (normally the Kernal ROM space) before setting the new video mode, the stack is then placed at the normal video location. ![]() With the C64 Paku Paku I mapped out all ROM and put video at 0x4000, letting me start code at 0x8000. Wondering though if you were willing to "go there" why you didn't just make a version of tile-draw in something modern that could save values - even do it as generated code? Also curious as to your mindset on the memory map layout. (see "colour bars") Love how you use paint shop pro 7, which is still my go-to for a reliable low-overhead graphics editor. Of course how long before a version with a replacement "loader" and cheats gets vomited up by the community? I'd probably be ok with loaders if people didn't INSIST on adding cheats, and if they weren't universally pulling stupid seizure inducing video trickery. where they are probably scoffing at your game because it's a playable game and not really pushing the hardware. To be fair, I've never really understood the whole "demoscene" thing as they do all this fancy stuff at the hardware level, but don't actually do ANYTHING with it! Whilst democoding was a thing across many platforms, NOWHERE is it more entrenched in the mindset than the Commodore community. Congrats on getting it out the door I kind of gave up on the C64 version of PP despite the working data - not from technical difficulties, but the attitude in the C64 community I found.
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