Since completing my cpctelera line-drawing package last year, I've not done any coding.
But that itch never goes away, and I've decided to pick up the compiler once again.
Anyway, a few years back I wrote a tile-based engine using ccz80, but only used it for a simple demo.
It ran quite well, but I've learned a lot since then (and of course RUNCPC used a tile-based display)...
So I thought I'd write a tile-based side-scrolling platformer using cpctelera.
So far there is no scrolling. Or platforming.
But there are tiles, and the screen display routines are done, and I'm seeing some nice possibilities.
Hopefully I'll manage to finish
a game with it (even something simple!).
I can imagine a full-screen game running quite quickly with this engine, though obviously it's a little
early to tell!
I'm hoping to have quite a zoomed-in viewpoint, with a large main character.
The first attachment is simply a box that can be moved around the screen using the arrow keys, but it gives a good idea of the speed.
Note that while the screen display routines are optimised, nothing else is.
(i.e. the positioning of the squares and the tiles of the box itself are done using C, not asm).
Note that I have no idea how to use hardware tricks and crtc registers or any of that stuff.
This is all done in software, and uses a dirty buffer approach, to achieve a high speed display.
Also, I want this to run on a 464, and I'll probably need as much RAM as possible, so no double-buffering.
This of course results in a bit of screen-tearing, but to be honest I kind of like it!