dos33fsprogs/games/lemm/NOTES

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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