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View topic - mr. banana, my second banana-related Game Gear game

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mr. banana, my second banana-related Game Gear game
Post Posted: Tue Mar 08, 2016 1:21 pm
I've decided to start another Game Gear game. This one is going to be like Chip's Challenge. I was searching for banana pictures when this guy showed up on an old-timey box of cereal. I thought he was good, so I decided to give him his own game. I almost have the game engine complete, but I would like to know if there's a way to make it so if the banana doesn't go on the black squares? Sort of like a (hopefully miniature) look up table for GoSub, only all you'd have to look up is every 16 pixels instead of moving every pixel since there's only 16 pixel movement up, down, left and right. By the way, in case you didn't catch it, this is a Game Gear game I'm working on, and not a Master System game.
http://www.atari2600land.com/banana/mrbanana20160308.zip
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Post Posted: Tue Mar 08, 2016 5:23 pm
Nice. I like bananas!

It may be good to provide a binary along with the source code, so it's easier for people to give it a quick look if they can't have their assembler setup :)
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Post Posted: Tue Mar 08, 2016 5:28 pm
A binary of a Game Gear game? How would I do that?
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Post Posted: Tue Mar 08, 2016 5:38 pm
An assembled version (the .gg file) in the ZIP.
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Post Posted: Tue Mar 08, 2016 5:43 pm
The .gg file you load in an emulator.
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Post Posted: Tue Mar 08, 2016 5:53 pm
I put the .gg in the .zip file I attached, didn't I?
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Post Posted: Tue Mar 08, 2016 6:36 pm
OOps you are right, there is one!
I must be crazy, I thought there wasn't one the first time I downloaded. Sorry :(

Nothing really hard here but you probably need to take things from a different angle. Right now your level is a straight converted picture.
Instead you probably want to store your map in a simple packed format, say 1 byte per cell. For exemple $00 = empty cell, $01 = floor. So each level would be stored as 8x10 = 80 bytes.

Then you use this format:
- For drawing the level on the screen. Instead of loading an image you would recreate the tilemap based on what's in your array. From this point you can easily add new levels to your game..
- For collision, before moving the player locate the position in the array and test for that value.
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Post Posted: Tue Mar 08, 2016 6:43 pm
That's what I need help with, locating the position in the array and testing.
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