A82: SQRXZ 82 final pre-alpha available!!!
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A82: SQRXZ 82 final pre-alpha available!!!
If you want the final pre-alpha for SQRXZ 82, you better speak up before I
check my e-mail tomorrow because I will not distribute the first alpha
version until I have basically finished the game.
This pre-alpha has 8-way scrolling. I have also removed all 10 halt
instructions. For those of you who requested it before and thought that
was slow, wait until you get this...it rocks!
As a side note to those who are wondering how I will maintain the same
speed throughout the game with up to 20 enemies on the screen at a time.
The answer is databases. I have around 4 databases that help speed the
game up considerably. When the source code comes out, you will see why I
can have more enemies than any other version of SQRXZ and how the databases
work. Until then, you'll just have to wait.
For this pre-alpha, I knocked off 280 bytes by just adding #defines to
remove certain graphics routines. I think I can remove around another 1K.
I'm hoping to find something that I can do to remove even more. It would
help if I could find a Z80 command/op-code/clock-cycle/t-state/flag
change/etc. list for every legal command on the Z80. I have really ugly
documents that I have to guess whether or not a command adjusts the flags.
I really want everything neatly organized in a well built table of commands.
Thomas J. Hruska -- thruska@tir.com
Shining Light Productions -- "Meeting the needs of fellow programmers"
http://www.geocities.com/SiliconValley/Heights/8504
http://shinelight.home.ml.org