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About Vectrex28

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    Glass Joe
  • Birthday 09/28/1996

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  1. If you've been following my Twitter, you know I've been making a port of the Atari/DOS classic Alley Cat. It is now complete and is available in the link included in the tweet. There might be some liberties with the source material but I'm sure they're unnoticeable. Either way, I hope you enjoy it.
  2. Oh yeah! I love micros so this is right up my alley!
  3. I'm actually using downwards-counting routines because of a habit to optimise loops by doing DEX BPL .loop instead of INX CPX #$XX BNE .loop Obviously it only works on loops that take less than 128 iterations but most loops shouldn't take that many iterations, unless it's sprite clearing loops and the like
  4. This piece of code would only give it to you and me, you have to LDX #$00 and add another STA Users,x INX for it to work on Gloves. Also Users should be RAM variables.
  5. I still need DW3... (If anyone has it feel free to DM hehehe) Also I can always help out with drawing them charms, I'm decent at pixelart.
  6. Bring back the game series awards... And the Homebrewer award so I can have some bling myself hehehe
  7. #15 is in, bought some new repellant drawing supplies
  8. Opty bought a few N64 tapes from me. Prompt payment and a great guy to deal with! Thanks again
  9. Post feedback here, I guess...
  10. I like small but clever tricks such as doing BIT buttons to check the state of the controller without having to load it in A beforehand. Only works for A and B but it's a nifty trick for faster A/B checking. Also, using illegal opcodes to speed up some processes. For instance, LDA #$FF then STA $0200,x AXS #$04 is a great way to make a fast sprite clearing loop which saves up on a lot of DEX/INXes. I also unrolled it to STA $0200,x STA $0280,x to make it even faster while still being compact
  11. ๐“๐“ธ ๐“”๐“ต๐“ฒ๐“ฝ๐“ฒ๐“ผ๐“ถ ๐“ก๐“ฎ๐“บ๐“พ๐“ฒ๐“ป๐“ฎ๐“ญ.
  12. Ooooh RLE is a good first compression scheme. You can then try making it fancy I did one where a 3-bit value selects either one of the 6 most common tiles, another tile, or raw data, and the 5 remaining bits determine the length of the data to copy. Tho I think I added something to make it possible for the game to write 64 bytes at once instead of the maximum of 32 in a 5-bit value
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