Implementation details: + stoppers have special $10 line behind them has to be special so climbers can't treat it as wall and climb + bridge is solid $FF color. Allow things to walk through this, so shouldn't allow backgrounds to have this pattern Plan for future scrolling: + Foreground drawn with a tilemap Write program to pick optimal tiles 5 wide screen = ? in size Scroll the tilemap + Actual collision detection happens in offscreen buffer Each pixel equivalent is one 7-pixel chunk wide Should be small enough Physics engine happens entirely on that Heights for detection: Walking lemming = 10 high Floating lemming = 16 high Detect ground (walking) = y+10? Detect in ground (need to bump up) = ? Height we detect wall collision = ? LEMM: 23782 (original v0.01) Plan: $000 = zero page $100 = stack $300 = disk lookup tables $400-$700 = text page 1 $800-$b00 = hgr lookup tables $c00-$f00 = particle effects? $1000-$1100 = disk code $1200-$1f00 = common routines HGR PAGE1 = $2000 HGR PAGE2 = $4000 LEMM load at $6000 LEVELs load at $A000 SOUND/MUSIC data in language card at $D000 level data number of lemmings number needed to win (percent? percent is hard) lemming_start_x lemming_start_y lemming_start_direction location of entrance door entrace door type location of exit door number of each job type release speed