snake6502/src
giomba 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
..
basic.asm repository organization fix 2020-04-01 21:11:08 +02:00
data.asm level loading colors with memory saving 2020-04-06 22:53:28 +02:00
game.asm level loading colors with memory saving 2020-04-06 22:53:28 +02:00
gameover.asm repository organization fix 2020-04-01 21:11:08 +02:00
gamereset.asm charset organization improved + doc 2020-04-06 18:44:54 +02:00
initdata.asm level loading colors with memory saving 2020-04-06 22:53:28 +02:00
intro1.asm repository organization fix 2020-04-01 21:11:08 +02:00
introreset.asm charset organization improved + doc 2020-04-06 18:44:54 +02:00
levels.asm level loading colors with memory saving 2020-04-06 22:53:28 +02:00
main.asm level layout is unpacked on screen correctly 2020-04-02 16:17:48 +02:00
multicolor.asm final restyling of the custom charset 2020-04-06 22:00:15 +02:00
outro.asm repository organization fix 2020-04-01 21:11:08 +02:00
program.asm level layout is unpacked on screen correctly 2020-04-02 16:17:48 +02:00
subroutines.asm final restyling of the custom charset 2020-04-06 22:00:15 +02:00
tggs.asm level loading colors with memory saving 2020-04-06 22:53:28 +02:00
zeropage.asm tiles loaded from level RLE binary now have color 2020-04-02 18:12:39 +02:00