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