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8-bit acorn software: classic games • Re: New: Fully documented source code for The Sentinel

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Performance improvements.... There wasn't anything glaringly obvious ... But that's perhaps no surprise,
Not his first rodeo either given Aviator and Revs beforehand. Super smart creative and programmer. And certain he optimised the hell out of the engine. I ask because sometimes, when you write your own code, you're so close to it you don't notice a different way of looking at it.

You have opened it up for that retrospection.
...resulted in the stepped scrolling that makes the game so brilliantly tense...
Love this comment.
It's a great example of constraints creating art
Perfect, profound words to describe the brilliant outcome.
That said, it might be suitable for conversion to a co-processor,
Would be incredible to see however I don't know if I want that - just a lil faster to pan to reduce my now older angst.
if you allow hexadecimal values into the landscape numbers ...
I haven't looked that far in your code yet, are you saying the 6502 is in decimal mode? Oh you said that (BCD). Any insights on why he did that? Other than easier comparison maybe on landscape number?




Is there a reason you can fathom why he went for 31x31 tiles x/y but 32x32 tiles z? There are 41K lines of code and I have just skimmed some small parts...

I also learn a great deal from how others disassemble and recreate code that can be complied. Some great insights I haven't seen before on this, like your style of zero page documentation and labellng. And shifting ORG throughout. Didn't know you could do that with (I assume) beebasm. I wish I had more spare hours in my life.

Statistics: Posted by melchett — Sat Jan 03, 2026 11:01 pm



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