Wilson wrote: ↑Mon May 20, 2024 3:50 pm
Just shining some light on a potentially symbiotic project
I'm in with my latest sprite code which, I've heard, brings record-breaking performance and I want a blindfold before some shouts "FIRE!". Using a generalized sprite library for what's planned will give disappointing results. I'm really in just because of that. But I want something in return: a hires bubble sprite.
Also, I strongly recommend using a development environment that is cross-platform, namely cc65, GNU make aaaaand: github where we can track issues and have ppl rant from outside Denial. I cannot partake with Windoze (not as if Linux distros were usable for pressing office business lately). That's for building the project. It's irrelevant where the extra binaries (font/levels/sprites/background/images/sound) are coming from.
Hardware requirements: full memory expansion (+35K)
btw: the plus4 could be a co-target and I *know* we have able coders for that one around.
Things one could start off with right away in the non-programming department:
* level data: text lines of characters denoting background/enemy positions would suffice
* everything graphical
* audio
* figure out the original game mechanics: what comes when, how many points, how the enemies are moving. With numbers. Doodles are also great.
The original code is unreadable with cryptic Japanese comments so one could as well use the ROM disassembly as a crystal ball for game logic. And that's the bitch driving the car with hand brake pulled if you've been to the pub with colleagues.
Oh, another suggestion: hands off assembly as much as possible. C is perfect for the skeleton and most of the game logic. We'll have to get it to work first, especially when working in a team where Rain Man brains cannot connect.
It's pointless to ask if anyone would join. We have plenty of tasks that can be done by fans who don't code and if everybody invests an hour or two we'll have an amazing game very quickly.
Are we doing this?