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PostPosted: Sat Jan 27, 2018 10:57 pm 
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calima wrote:
Bitpacking works, but it's slow enough on the NES to be an issue if you need several lookups per frame. My compo game does use it, since there was no other way to fit a map of that size otherwise, but did it require optimization and inlining.


Yeah on second thought it might not be fast enough for what I want to do.

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PostPosted: Thu Feb 22, 2018 2:58 am 
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If this is something you would like to publish in the future and get paid for then Epyx would be very interested in doing that!

This would be a great fit for our DunjonQuest/Temple of Apshai series!

Maybe call it something like Tombs of Apshai . . . .


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PostPosted: Tue Apr 03, 2018 11:38 am 
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The editor is mostly functional, however I stopped development for a little bit... I'm trying to see if it's feasible to do multiplatform development for this project, since I thought I'd do a PC Engine CD version, too.

https://www.youtube.com/watch?v=JhnhTN9KM6c

I'm currently adapting the code from my previous competition game (Brick Breaker) to be able to compile it with both NESASM3 and PCEAS, and I got to say that it's going kind of smoothly since the PCE was built with ease of development for Famicom devs in mind. It looks very unfinished now but that's because there are some bugs on the specific PCE code, I converted the graphics as-is and threw an ugly yellow palette at everything, and I dummied out my RLE decompression and sprite functions for now. Aside from that, it's working pretty well!

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PostPosted: Sun Apr 08, 2018 11:53 pm 
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I was just thinking about dungeon crawlers like Bard's Tale, it's cool to see people working on things like that! Looking forward to seeing your progress!


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