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.. | ||
intro_graphics | ||
sprite_graphics | ||
another_cave2.png | ||
another_cave3.png | ||
another_cave.png | ||
another_rope.png | ||
another_sprites.png | ||
another_uboot.png | ||
another.png | ||
black.decode | ||
compress_test.s | ||
cutscene_beast.s | ||
cutscene_slug.s | ||
earthquake.s | ||
FAQ | ||
gr_copy.s | ||
gr_fast_clear.s | ||
gr_make_quake.s | ||
gr_offsets.s | ||
gr_overlay.s | ||
gr_pageflip.s | ||
gr_plot.s | ||
gr_putsprite_flipped.s | ||
gr_putsprite.s | ||
gr_unrle.s | ||
gr_vlin.s | ||
hardware.inc | ||
hello.bas | ||
id1.s | ||
id2.s | ||
id3.s | ||
id4.s | ||
id5.s | ||
id6.s | ||
id7.s | ||
id8.s | ||
id9.s | ||
id10.s | ||
intro_data_01.s | ||
intro_data_02.s | ||
intro_data_03.s | ||
intro_data_04.s | ||
intro_data_05.s | ||
intro_data_06.s | ||
intro_data_07.s | ||
intro_data_08.s | ||
intro_data_09.s | ||
intro_data_10.s | ||
intro_data_orig.s | ||
intro_data.s | ||
intro.s | ||
keyboard.s | ||
loader.s | ||
lz4_decode.s | ||
Makefile | ||
ootw_c2_cage.inc | ||
ootw_c2_cage.png | ||
ootw_c2_cage.s | ||
ootw_c2.s | ||
ootw_cavern2.inc | ||
ootw_cavern3.inc | ||
ootw_cavern.inc | ||
ootw_cavern.s | ||
ootw_mesa.s | ||
ootw_pool.inc | ||
ootw_pool.s | ||
ootw_rope.inc | ||
ootw_rope.s | ||
ootw_underwater.inc | ||
ootw.dsk | ||
ootw.s | ||
physicist.s | ||
random16.s | ||
README | ||
sluggy.s | ||
sprites_beast.inc | ||
sprites_ootw.inc | ||
sprites_physicist.inc | ||
sprites_slugs.inc | ||
text_print.s | ||
TODO | ||
zp.inc |
Saw the amazing PICO-8 version of this: https://liquidream.itch.io/another-world-survival and thought the lo-res pallette might be just barely enough to do it justice. Of course you could just play on your IIgs, but what's the fun in that. Up to tunnel1, using RLE: 35875 INTRO using LZ4: Memory map: 00 zero page 01 stack 02 ???? 03 dos33 nibble table 04-07 GR page0 08-0b GR page1 0c-0f offscreen data ($c00 = disk load buffer) 10-13 offscreen data2 14-16 loader 17-bf program/data (42.25k) c0-cf I/O d0-ff ROM Memory squeeze! 10,748 over all graphics in 10,734 over remove extraneous blank bg image 8,658 over re-arrange memory map, 42k avail now 8,562 over move gr_make_quake out of common code 8,374 over remove extraneous code (mostly put_sprite_flipped) 5,469 over allow changing bg on fly in sequence 4,122 over modify cyan frames to be on fly 2,749 over do same for zappo routines 2,493 over squish disk loader vars to page 3 2,165 over horrible hack to auto-go to next image in sequence 2,114 over move bg loading into seq 2,053 over make elevator indicator a loop 1,347 over use LZ4 instead of RLE 4000 code 40000 data 20000 -> 12000 20000 -> 12000 24000+20000=44000 20000 -> 10000 20000 -> 10000 20000+2000= Let's take a 10k region of memory = $3000 $C000 - $3000 = starting at $9000 ID1 = 1461 2143\ ID2 = 1759 2687| ID3 = 1195 1879/ ID4 = 2514 8280 | ID5 = 1947 3492\ ID6 = 2584 3610| ID7 = 2834 3606/ ID8 = 3705 4918 | ID9 = 4494 5901\ ID10 = 3397 5558/ ===== ====== 25890 12k