0.2 pre-alpha build uploaded


Welcome to 0.2 - Stacbats has done an amazing job and handed me all the screens into the game, and Antonio Savona's TSCrunch is being used to compress all the level maps down to 11KB. This has the added benefit of being able to render instantly as the player moves between screen, and avoids the usual char garbage flicker seen on many C64 flick screen games when moving between rooms/screens.

I've added F1,F3 keys to go forward and back levels so you can fly around all the levels in the game.

Some areas allow the player to get trapped inside collidable walls, but this will be fixed in next build.

I also created a memory mapper which takes the Kickass console output memory segements as input and displays visually where my memory is getting used - I've attached the current build's memory map to show how the game's organised.   Creating a visual mapper really helped to understand the C64 memory default map, and what my game's currently using.  I couldn't do this at all just looking at the hex numbers in the console.  

You can see the memory mapper here, and feel free to map your own games and demos made with Kickass.

https://hayesmaker64.com/chillios/mem-mappe

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