moechofe 2019-08-18 08:27
Show how to set pixels to a chara, read it’s pixel to a groupeof bg cells and rewrite them to an other chara.
Note: it use ROR and ROL instead of complex bitwise operation.
Timo 2019-08-18 09:19
Using ROR/ROL is an interesting idea.
moechofe 2019-08-18 10:20
Also because you choose to implement ROOL and not SHIFT, the bits status are saved.
Timo 2019-08-18 11:10
I just implemented it because AMOS had it and I thought it's cool for "internal scrolling" of characters :)
was8bit 2019-08-18 12:59
Oooo, this looks sooo coool :)
was8bit 2019-08-18 13:02
Oops, I misread... I thought you had said you were reading individual pixels from the BACKGROUND data... that would be super hard to do... (and necessary for a real worms game)...
This is still cool though :)
Timo 2019-08-18 13:32
There was WORMS on the game boy, so yes it's possible using tiles. I don't say it's the easier way though...
was8bit 2019-08-18 13:36 (Edited)
Yea, can be done tile wise, but give the game a “blocky” feel... worm movement should be allowed on a pixel level...
One could make everything look blocky for a variant version... that would work :)
OR, do like you have done before, create cells that differentiate half block sizes... that might complicate things though...
was8bit 2019-08-18 13:39
Actually, a freestyles bomberman version blowing up blocks but with a worms twist sound more fun to do :)
Timo 2019-08-18 15:28
It's not that blocky: https://www.youtube.com/watch?v=3V5_Kt_QjcA
was8bit 2019-08-18 16:58 (Edited)
Actually, that one has pixel precision.... as the worms move along the terrain, they move precisely along each pixel beneath them... as do the round bombs when they roll along....