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ootw: update the docs
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ootw/FAQ
51
ootw/FAQ
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Q. Are you implementing the game just like the original?
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Q. Are you implementing the game just like the original (i.e. vector
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drawing)?
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A. No, this is just a quick hack using all sprites.
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A. No, this is just a quick hack using all sprites.
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I'm not doing something amazing like writing a 6502 optimized
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I'm not doing something amazing like writing a 6502 optimized
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@ -8,7 +9,51 @@ A. No, this is just a quick hack using all sprites.
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Q. How are you making the graphics?
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Q. How are you making the graphics?
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A. Using the orignal for reference (currently a Windows/EGA version
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A. Using the original for reference (currently a Windows/EGA version
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for some reason?) Size down to 80x40. Manually map colors to
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for some reason?) Size down to 80x40. Manually map colors to
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Apple II Lo-res pallette. Then manually adjust to 40x40.
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Apple II Lo-res palette. Then manually adjust to 40x40.
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Finally fine tune in a bit while using original for reference.
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Finally fine tune in a bit while using original for reference.
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Q. Why lores graphics? It's so *horribly* blocky.
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A. Yes, but I like it anyway. So many colors!
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I spent a lot of time as an ANSI artist so I am used to blocky
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16-color graphics, and to be honest with you my art skills sort
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of peak at that resolution.
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Also Apple II graphics programming is painful and LORES is the
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easiest of them all.
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Partly nostalgia too, but my family only had a monochrome monitor
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so I never got to experience full-color lores back in the day.
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Unfortunately this game doesn't really play well in monochrome.
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Q. Are you going to make a version using Hi-res or Double Hi-res graphics?
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A. No, there's an official version for the Apple IIgs if you want something
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like that. Apple II hires graphics with sprites are a huge pain
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to program, would probably be slower, and would take up a lot more
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RAM.
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Q. How about double-lores graphics (80x48)? It would give you almost
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square pixels?
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A. While not as bad as Hires, double-lores is also a pain. It only
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works on the IIe with 128k or newer. Also you now have to copy
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things to aux memory, and your sprites have to worry about the
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colors being shifted (I think) on the AUX page. It will take
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twice the ram and probably run 1/2 the speed.
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Also the current code uses page-flipping to avoid flicker/tearing,
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but doing page-flipping in double-lores is really tricky.
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Q. Why are you targeting such an old machine, an original Apple II or II+?
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A. Well, I own one. Also there's something about programming on a machine
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from 1977, whose graphics hardware is a glorified shift register,
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and is implemented entirely out of 7400 series logic and 555 timers.
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27
ootw/TODO
27
ootw/TODO
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TODO:
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TODO:
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movement -- note these are hard due to limitations of the Apple II keyboard
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+ ability to run
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+ ability to run
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+ ability to jump
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+ ability to jump
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+ ability to kick while crouching
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sprites_to_draw:
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sprites_to_draw:
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+ jumping
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+ jumping
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+ hanging on rope
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+ swimming
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+ swimming
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+ getting out of pool
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+ getting out of pool
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+ beast
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+ beast
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@ -12,21 +16,28 @@ pool:
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+ only have beast on rock if it's not out
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+ only have beast on rock if it's not out
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cavern:
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cavern:
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+ spread slugs out a bit more
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+ slugs on ceiling drop
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+ slugs on ceiling
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underwater:
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underwater:
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+ add arrival-underwater scene
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+ add arrival-underwater scene
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+ ability to swim
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+ ability to swim
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beast:
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beast:
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+ add beast cutscene
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+ add beast death cutscene
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+ add beast sprite
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+ add beast sprite
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rope_room:
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rope_room:
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+ ability to grab rope in rope room
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+ ability to swing on rope in rope room
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far-out:
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cutscenes:
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+ add the shooting-in-hallway scene
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+ death by beast
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+ ability to reach 1st checkpoint
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+ aliens shooting beast
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+ implement intro movie
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+ aliens shooting physicist
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Intro:
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+ Implement it?
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Level/Checkpoint #2:
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+ Intro movie
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+ Swing in the cage
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+ Ability to pick up gun, with all that entails
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