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#ActualAgentC

Posted 04 February 2013 - 04:40 PM

I mean actual Commodore64 game development in 6510 assembly language. And yes, I use both emulators and real hardware to test. And I have completed several large-ish games for it already :) The level editor is selfwritten, slightly customized for each project, but resembles the editors in the classic "Shoot'Em Up Construction Kit" in general functionality.

Anyway, thanks for the input. Yes, one idea that occurred to me soon after writing the post would be to allow a small number of the latest "created objects" to be stored, irrespective of on what map they are (storing the map number naturally requires one extra byte per object) That would make it so that if the player was to backtrack a bit, or even cross map boundaries, he'd still see the latest objects remain, but those further away would be "overwritten" by the newer.

#1AgentC

Posted 04 February 2013 - 04:02 PM

I mean actual Commodore64 game development in 6510 assembly language. And yes, I use both emulators and real hardware to test. And I have completed several large-ish games for it already :)

 

Anyway, thanks for the input. Yes, one idea that occurred to me soon after writing the post would be to allow a small number of the latest "created objects" to be stored, irrespective of on what map they are (storing the map number naturally requires one extra byte per object) That would make it so that if the player was to backtrack a bit, or even cross map boundaries, he'd still see the latest objects remain, but those further away would be "overwritten" by the newer.


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