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