3 ms·
skimming through the source code it is amazing to me that someone could write an entire game like this in assembly. I tried to figure out how things are drawn
by fnord77 5y ago
skimming through the source code it is amazing to me that someone could write an entire game like this in assembly. I tried to figure out how things are drawn and how object collisions are detected - I can't
- cmrdporcupine 5y agoHere's an interesting thread: https://forums.nesdev.com/viewtopic.php?t=19987 https://forums.nesdev.com/viewtopic.php?t=19987
- ddingus 5y agoThis one uses a single buffer screen. Draw on the portion not being displayed. It also has an interesting way to manage objects to keep the game moving, but for a few slowdown events that actually make the game great. When there is too much to do, baddies are simply moved to an inactive region. Players in the moment hardly notice, but bystanders do. Finally, each baddie is its own little process. They have their own behaviors, and can be spawned, moved, etc. in simple, fast ways that do not break the experience. Others have said this game feels raw, intense! I feel these elements all contribute to that feeling. It is a bitmap game, no hardware sprites, and Jarvis basically aimed to kick the players ass! This game does that. At 1Mhz, this game is a work of art, IMHO. So many good choices and balancing of resources.