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A C64 Game - Step 80

Posted by Endurion, in C64 08 December 2012 · 814 views

Did you notice the huge door in the background? It's about time it opens! That's actually pretty simple. At the jump-to-next level code we add a check. Whether the open door animation is shown depends on a bit in the LEVEL_CONFIG byte. GoToNextLevel   lda LEVEL_CONFIG   and #$04   beq .NoDoorAnim   jsr DoorAnim.NoDoorAnim The actual animation is str...


A C64 Game - Step 79

Posted by Endurion, in C64 01 December 2012 · 622 views

Almost a new feature: For the final level range the enemies spawn in waves. In this level, after beating the wolfmen two more waves of other enemies come in. And all without any more memory in the level data!



The key is in the previously used SPAWN_SPOT_SPAWN_COUNT. We use the upper 4 bits to contain the wave the spawn...





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