PicoMite VGA :just a little test


Author Message
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 1190
Posted: 06:37pm 01 Mar 2025      

Agree
Very good suggestion, especially when a character jumps,
Similarly (not yet real implemented), a status is also missing, “Kong throws the barrel or the barrel is thrown” which also lasts for minimum 3 states in the loop passes.

Depending on the level, we have different sprites that behave differently. My idea was that we set a maximum number of sprites (8 to 10) on the screen at the same time. In the original game, you can see that barrels that are below Mario leave the level to the side and don't roll all the way down, for the same reason.
All the sprites shown are moved in a loop and their type determines their movement.
I then have to find out how often Mario is called compared to the other sprites in order to make the game “fair”

Thank you for your support
Cheers
Martin
Edited 2025-03-02 04:44 by Martin H.