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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.