f81f087a13
fixed plain .prg version
...
actually it takes a "lot" of space more, but it is not a problem and it works,
anyhow a future version with a "fast" loader is required
2020-11-14 19:12:10 +01:00
55e0a550ea
fixed font name
2020-11-14 17:40:30 +01:00
999844460a
ported lzgmini_6502 for dasm, and embedded in this game's code
2020-10-04 20:58:08 +02:00
fa2269afb8
compression routine for cartridge version, temporarily deprecates tape version
2020-10-04 17:51:35 +02:00
d61a7bf284
dual version: prg + cartridge (8k)
2020-09-15 15:10:09 +02:00
e67a84d669
small fix
2020-04-23 12:29:43 +02:00
e548f48e72
added cute screenshot
2020-04-23 12:26:19 +02:00
72d5e6b33e
to pass the level, you have to get at least 0x40 (64) points
2020-04-23 12:10:08 +02:00
86ec781787
levels rotation (first -> second -> ... -> last -> first -> ...)
2020-04-08 11:36:18 +02:00
977c3cf0e6
printString subroutine generalization
2020-04-08 11:03:03 +02:00
4498d045de
level change + score management
2020-04-08 10:54:54 +02:00
cd1820d834
level introduction screen
2020-04-08 09:15:25 +02:00
22a5feb2a1
level loading colors with memory saving
...
loading colors was done in a dummy way by reading color of each tile
from the RLE array; but actually a tile always have the same color, then
this info is redundant; anyhow the character set had to be reshaped
properly in order to make easy infer the tile color from the tile value
2020-04-06 22:53:28 +02:00
90cc0dbabd
final restyling of the custom charset
2020-04-06 22:00:15 +02:00
fcdea3cc08
charset organization improved + doc
2020-04-06 18:44:54 +02:00
c33178ceac
some better colors
2020-04-06 16:22:48 +02:00
e828776a14
tiles loaded from level RLE binary now have color
2020-04-02 18:12:39 +02:00
5f85203028
commented code for level loading
2020-04-02 17:09:57 +02:00
5fb94c3162
level layout is unpacked on screen correctly
2020-04-02 16:17:48 +02:00
f628645740
first level draft - level txt parser
2020-04-02 01:13:10 +02:00
70b2b7ad47
repository organization fix
2020-04-01 21:11:08 +02:00