It's nowhere near finished, sorry.
Still designing sprites and trying to save memory to actually put some level data in! It's just a bit of fun at the moment. I want to try and write a Speccy shoot-em-up using multicolour effects but thought I'd better get the hang of writing a regular shooter first.
I'm trying out a few tricks where I can recolour some or all of the colours of a sprite on-the-fly, adding reactive behaviour to the enemies (so they can scarper or dive-bomb you if you shoot their mates down), and making the level layouts scripted (a) to save memory by looping and repeating sections and (b) varying hidden bonuses and adaptive gameplay.
(, Fri 26 Apr 2019, 14:12, Reply)
Resource constrained asm isn't my thing but it is impressive to see what a motivated programmer can do.
My poison is making modern computers do calculations that were basically impossible when I was starting out. It lets me be lazy but I still like to optimise.
My code golf poison of choice is "Opus Magnum".
(, Fri 26 Apr 2019, 19:34, Reply)