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---

generator: pandoc

title: 'Guerrilla Game: I Decided To Go With The Blank Frame Method'

viewport: 'width=device-width, initial-scale=1.0, user-scalable=yes'

---

2018-04-03T18:12:35+10:00

Okay!

Remember the git repository is here:

<https://github.com/bootlicker/guerrilla-game>

After looking through the different options for finding enough time to

calculate a 16-bit LFSR on the Atari 2600, I decided to go with Thomas

Jentzsch's suggestion of a *synchronised* blank frame every screen

transition. This affords me 192 \* 76 \~= 15 000 cycles extra on top of

Vertical Blank and Overscan.

I have now:

1. Walking off the side of one screen and entering in on another

2. Updating the map coordinates (I may make a mini-map)

3. Created the structure for the code to swap out the kernel and draw

the blank frame

4. Updated the placeholder graphics to include 2 digits - the kernel

will draw \$00 to \$40, as there are 64 unique objects in the

overworld

I still have to:

- Create the logic to switch out the kernel and draw a blank frame on

screen-change

- Link the random number generator to the Environment Graphics

pointers

Then the scaffolding of the randomly generated overworld will be

finished, really. A demo should be available after these things have

been achieved.