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PostPosted: Thu Oct 12, 2017 10:42 pm 
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To spell it out: If doing more than one block, you can change the address to the start of the next block immediately before reading the last 1 byte of the previous block, rather than waiting for the whole block to finish.

Though, the alternative is just a single LDA $2007 (4 cycles), so unless the logic for the early split is pretty lean it's probably not even a valid optimization?


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PostPosted: Fri Oct 13, 2017 5:59 am 
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Thanks for clarifying, rainwarrior. I understand now.

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PostPosted: Fri Oct 13, 2017 6:21 am 
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To continue the discussion from...

viewtopic.php?f=22&t=12784&start=270

Re:the levels, as yet, are too easy and too quick to run through.

I'm going to add some aggressive enemies that
1.chase you
2.throw things at you
3.block your path

And I put in more spiked floors in the later levels, as obstacles.

And further, I'm making the path to all the notes incomplete, and requiring you to do something first, which will complete the ladder to the last note(s) to collect.

So, you will have to go back and forth, through the obstacles, and around the enemies, to complete a room. I will probably have to redesign the rooms slightly to fit this new "incomplete path" idea.

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PostPosted: Fri Oct 20, 2017 8:18 am 
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Opinions please.

https://youtu.be/1suKu4I0yxs

I'm trying to pick 2 of these samples to use in the game. This is a frequently used sound effect, every time Honey plays her guitar. The second one, will be when she's powered up from the 'star'.

This is output from Famitracker, so the sound quality is exactly what you would have in-game.

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