Added some more structure to the graphics data and commented the basic text display routines, allowing me to decode the font data which I subsequently rendered on the PC. I continued attempting to decode the graphics and managed to render the raw sprite data and had partial success rendering compound objects (made from multiple sprite blocks).
The game font in technicolour glory! |
What I've seen of the code doesn't bode well for portability to another CPU, however. The Z80 alternate register set, IX & IY, and self-modifying code are all used throughout the game. Preserving colour information is also going to be a task in itself. That said, I may need to take a different approach to my other ports, and rather than attempt a line-by-line translation, perhaps a routine-by-routine translation would be a better approach.
Oh well, if it was easy, every man and his dog would be doing it!
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