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).
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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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