I'll have to check your music player -- if only to avoid 'reinventing the wheel' by writing my own code. I did write an IRQ music player for RofQ2, but I lost the source code to that a long time ago.carlsson wrote:Ah, I'm doing something similar in my music player except that 111xxxxx is treated as an escape code to read another byte which allows me to use any duration 1-32, codes to mark end of track and so on.
If you make very specialized songs you don't even need a full 2.5 octave note table. You could pull out the notes you actually use and re-encode the offsets bringing it down to ideally < 16 values.
Thanks! I agree, the emulator screenshots look like crap. Much better to play it on the real hardware!orion70 wrote:Ditto. I tried it in VICE fullscreen @1280x768 (vertically stretched), and it looks much more readable and clear than in the screenshots posted heredarkatx wrote:looking good man...love the screenshots on the actual TV....looks cool..
Speaking of real hardware... it's true that the 32K requirement would limit the amount of users that can play it on the real thing.d0c wrote:i pray for a 16k version because that is all i have....
To make a 16K game out of the current one is unlikely. However, I could use the same code and strip out all of the graphics. Get rid of the map, reduce the number of monsters and use PETSCII graphics to make a 3D maze dungeon crawler.
I don't want the memory requirement to be 35K expansion because I think only the Mega-Cart supplies this (and other special hardware)
I just finished the code to add experience points when you kill a monster (I don't use tables, it's calculated with (SPECIAL ATTACK+MONSTER HIT DICE)^2 * (MONSTER DAMAGE). I now have 7250 bytes free or so.
I think I should be able to fit everything now (within 32K expansion). All I've left to do for the combat engine is collecting treasure at the end and the monsters' special attacks. Hopefully I can keep those things below 2000 bytes.and that will leave me 5000 bytes to program spellcasting, magic items, potions and music (if I plan on having about 6 tunes and keep these to about 150 notes each then that part will be about 1200 bytes or so).
I think I'm starting to see the light at the end of the tunnel for this project. Hopefully I can have a full beta version within 2 months or so. (hopefully even less!).
After this is all done, I'll take a 6 month break and then ponder if I should make Realms of Quest IV: Epilogue.