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(+1)

Yay, another great tech demo! ๐Ÿ™Œ
So impressive to see how much you crammed into 1KB - looks and feels just like the original (inc. the water submerging and cave secrets!)

Looks like you used screen to generate level, then read screen to push to map?
If so, I still wish there was a short way to remap drawing to map, like we can to sprite mem (I know the data is diff, but still, would make tasks like this take less code)

Really great entry (...glad you got it fixed!) ๐Ÿ˜‰๐Ÿ‘

(4 edits) (+1)

Thank you,๐Ÿ™‚

I've thought about using fillp() to draw shapes so that only the low bits are used and a simple memcpy() call could transfer the data, but that would cut your horizontal map size in half. As it is, I think my little transfer script is pretty byte-efficient, as it has a lot of redundancy. I actually used the extended map memory, so the entire map (above & below ground) covers 88 in-game screens, with 48 for the overworld, making it 3/8 the size of Hyrule from Zelda 1.

I hope people take the time to play through it, I'm especially proud of the dungeon and I had fun making the map space used to draw the dungeon walls double as a secret underground area itself.๐Ÿ˜‰