A seminal title for the ZX Spectrum |
Recent developments include identification and partial commenting of the recursive sprite/object priority-encoder algorithm (which I've yet to port) and - quite obviously - the 3D-to-2D translation and rendering routine.
For reasons not readily apparent to me, each of the game's sprites has a routine that tweaks the display coordinates; some are hard-coded and some depend on other factors. Why at least the hard-coded values weren't implicit in the sprite data is beyond me...
Next step is to render a room with foreground objects, which are handled differently to the background objects since multiples of which can appear anywhere in the room, and can also move around. However I believe I've already reverse-engineered most of that logic already. Like the background objects, it'll be a matter of implementing all the per-sprite tweaks that will take most of the time.
Still a few holes in my understanding of the data structures and variables but it's all coming together and I feel I'm heading towards the home stretch; less analysis and more handle-cranking - which isn't a bad thing. I still find the idea of a 6809 port a little daunting, but it's also a good chance to hone my 6809 coding skillz.