Ludum mini-Dare — progress so far

  • Gimp’s pretty awesome at doing C=64 graphics. It’s been ages since I’ve worked on such low-res stuff.
  • Even with the Gimp, just doing a few high-quality (relatively) sprites and animations can easily take a day. I may not have as much, or as good, artwork in place as I would have optimistically hoped would be possible, because of that.
  • I totally forgot where the multicolor select bit was on the VIC-II. The extended background mode is the one that cuts your font size down by ¼ — multicolor mode just limits the primary foreground colour to 3 bits. So if you adjust BGCOL0-2 to be in the top half (8-15) of the colour map, it might not be all that bad. So far I only have hires tile graphics, but it might really be worth it to mix them.
  • That being said, I haven’t really worked yet on the compiler to rip the PNG artwork into tile sets and MOB’s.
  • The map compiler is almost ready working, just finishing up the compiler bit that writes the scripts. Since most of them are basically dialog, I made the scripting language a bit TeX-like — mostly text for output, but with some commands that can be injected. That’s getting porsed into a vagely Lispy little AST and then translated into 6510 assembler, with the strings stored alongside of it.
  • My IRQ handler seems to be getting stupid about detecting which IRQ was triggered, or maybe I’m not properly clearing the raster interrupt, so the bottom half of the display is alternating RAM banks like crazy. That’s really not going to work at all for split screening and multiplexing sprites.

 

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Ludum mini-dare art test

graphics test 1 — Commodore 64 graphics for ARPGsketch4

 

 

Ludum mini-dare

So … they’re doing a two-week-end Ludum mini-Dare for retro gaming …

Just got an assembler loaded up and a fresh copy of Vice x64; trying to remember how to get the autostart to work by overwriting the CHROUT vectors during load …