![]() ![]() That sounds simple enough: ask the VIC to trigger an interrupt at the last raster line used for the room, switch off the player sprite, done. ![]() ![]() My initial thought was to just turn off the sprite in the VIC-II’s “sprite enabled” register, $d015. Not only would it look wrong to have the player sprite overlap the status bar, but it would also trigger a hardware collision detection interrupt, which the game utilizes to determine if the player hit any obstacles. See my post on raster bars for a discussion of some related techniques. The idea is to switch off the player sprite in the interrupt handler once the room graphics have been drawn by the raster beam. To implement the status bar, I am setting a raster interrupt for the bottom of the screen. That saves some additional bytes of memory per room. #C64 goattracker fullSecond, now each room is 40×23 characters large (instead of the full screen, 40×25). First, it makes designing the map easier since those two fixed obstacles in each room are no longer a constraint. Now, the last two rows of characters are reserved for the status display, outside of the map area. flying into them would destroy the player’s ship. They were strictly speaking part of the map, i.e. Previously, there were two rectangles at the bottom left and right that showed information. All these graphics fit nicely into the 256 characters that the machine offers for tile-based graphics.Īnother map-related change is the status display. On top of that, there are now an industrial-looking area with steel beams, an area with grassy hills, and an area with scarce tunnels that are connecting places. The original area from the last version with its stone cellar look is still part of the game, and the game still starts there. To bring a bit more variety into the game and to make the visuals more interesting, there are new areas in the new map. ![]()
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