damn you are going fast! really eager to see whats going to come out.
Wish I could go faster. This is FUN.
But my 2yo and the rest of the family would probably not be as excited if I spent 24/7 on it
coding is alot of fun. Never regret starting doing it. No hurries at all. you are doing it for fun after all
Yep, having fun is the way
So ok then. Time for an update.
All game logic are in place now, including some new features I really wanted to add. There are still quite a lot to fine adjust and I need to reduce the code size a lot since I'm almost at a full 32kb ROM already and I do want to be able to add music and sound effects too.
But all in all... it's starting to look rather ok I think.
Not bad for being the first serious game I have ever made on a MSX.
And no - this is NOT a Tetris clone.
And yes - of course the picture used as the background is photographed by me too and is actually of my wife :)
Spent a few days creating the intro and start screen.
Now I will spend a day or two making the code smaller in size. I'm way too close to 32KB and I need a few KB for the music.
I like the contrast between the title and the background image.
It's funny to see that with the same constraints we had in the 80's, we manage to make such modern home pages.
For the 32 KB, it's not going to be easy, but there are surely some KB to gain by:
- Factorizing your code (grouping similar processes),
- Compressing the data (if not already done),
- Excluding all the functions you don't use in the library (SDCC only removes unused functions file by file),
- Changing the optimization flag to optimize size rather than speed (Optim = "Size";
in your project configuration).
And in the worst case, if you don't succeed, with MSXgl it's easy to switch to a 48 KB cartridge with its own interrupt code so you don't have to deal with the slot switching.
The reason we can make things looking more modern nowadays on the same hardware is because of all the wonderful tools that exists.
Like photoshop which allowed me to take my original hires photo of my wife and turn it into a 2 color dot image which I then imported into MSXTileDevTool and exported to tiles which I then imported into the project.
I suspect they relied on manual labor back in the days. Perhaps except Konami who probably had tools developed for themselves. How else would they have managed to create the Nemesis intro screen?
First thing that comes to mind to reduce size is optimizing the number of patterns used in the title screen.
The image looks almost in perfect symmetry. You could keep half the tiles and compute the other half by mirroring the first half