Right, so... framebuffer, 1bit per pixel over/under map, 1bit per tile 8x8 collision map? For a total of 30816 bytes?
I'll assume that we're using 64kb for the two screen buffers, 64kb for main game code and music/sound, meaning that the map would ideally break into 96kb segments (for multiloading, with DOS still resident on a 256kb machine) and be less than or equal to 384kb total (for a single load on a 512kb machine, meaning we don't need DOS in memory)? On Thu, Jul 22, 2010 at 3:10 PM, the_wub ! <the...@gmail.com> wrote: > I've been playing with the speccy version on the Sam this morning and > I can see now the effect of the sprite being pushed up as you walk > into the terrain. > > I'm not clear on how you're going to fit amiga screen shots into the > Sam but I cannot wait to see it! I'll carry on making up a sprite set > and putting together a test screen in the meantime. >