Thanks to all for the feedback.
Anders_A wrote:
it's bad practice to clear memory on init
I've added a few lines of comments to describe the clearing vs. anti-clearing holy war.
3gengames wrote:
I think DEX is fine, X=X-1 is simple enough.
Although I guess it needs a comment because a newbie might not be familiar with how LDX #$00 DEX produces $FF. Added to next version.
Quote:
Also, on my computer the text files had no line breaks...?
Newline on Linux is $0A, just as on FreeBSD, Mac OS X, and other UNIX style operating systems. Newline in Windows Notepad is $0D $0A, and it appears Windows Notepad won't recognize a UNIX newline. Sometimes I forget about this because all Windows PCs that I regularly use have Notepad++ installed, and Notepad++ and Programmer's Notepad recognize both newline conventions. Or try dragging the .s files into an open web browser window. Added note at the top of README.txt.
Quote:
Is the screen compressed in memory too?
It's not as much compressed as object-based: there's a floor, and there are two columns of blocks.
Quote:
When I looked at the debugger with FCEUX, I saw a little data in the middle of nowhere. Wondered what it was...
Does the data match 'initial_palette' around line 207 of main.s?
cpow wrote:
Seems a fine intro to sprite animation and not encumbered by jump physics.
Which goes back to an
old discussion on gbadev.org about how to make a platformer with no jumping.
Quote:
But you have collision detection.
It's very simple: all X values outside a certain range are solid.