So this much I've implemented, and I can confirm that it's enough to get the guards escaping from the holes if the player remains on the same level. Yah! I did discover another minor glitch though - when the guard interrupts the digging it isn't cleaned up properly. I'll get to that in due course...
This morning I hit memory problems again (the code is about 3,500 lines and assembles to about 8KB now), so it was time to move the title screen data out of the source code and load it into high memory. Here's the breakdown of the Coco's 64KB memory space so far:
- monochrome screen #1 $0000-$1DFF (8KB)
- monochrome screen #2 $2000-$3DFF (8KB)
- 6502 zero-page memory variables $3F00-$3FFF
- program code & data $4000-$6DFF (assembler output)
- monochrome tile data (4 sets) $8000-$A3C0 (pre-loaded from a disk file)
- monochrome title data $A800-$B993 (pre-loaded from a disk file)
Each colour tile will require twice the data, but since I'll only need two (2) sets instead of four, it should occupy the same space. Likewise since the title screen data is stored in RLE format, I'm not expecting it to require too much more memory either.
Anyway, onwards with the AI for now...
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