changed to a Sonic-style ball jump. makes it easier to add all kinds of mechanics. βšͺπŸ’¨

it looks better too in my opinion. what do you think?

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new map screen. gives a good sense of what the size of the world will be. πŸ—ΊοΈ

the unvisited tile looks a bit like Tetris blocks. may change it later...

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the minimap now shows room exits. so you can see the path you've traced. only for visited rooms, so it doesn't give away any secret exits. :)

this was a lot of work... the room exit directions are generated into some spare bits of the world data at compile time.

it's still very slow, but haven't looked at optimisations yet. maybe I'll keep it this way and create a scroll unroll effect instead? πŸ“œ

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never had to think about compiler output before... really want to stick to that 32kb limit. :)

rewrote this lookup function to output 150 lines of assembly instead of 370.

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finally got some useful insight into ROM space thanks to @bbbbbr's romusage tool. πŸ”

https://github.com/bbbbbr/romusage

41% free is a lot, since the world is a fixed size and already included. should be enough to make it a rich game!

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GitHub - bbbbbr/romusage: A small command line tool for estimating usage of Game Boy ROMs from map files, .noi files, binary ROMs and more

A small command line tool for estimating usage of Game Boy ROMs from map files, .noi files, binary ROMs and more - GitHub - bbbbbr/romusage: A small command line tool for estimating usage of Game B...

GitHub
@hbons @bbbbbr I think text takes up a lot of space though so that's something to consider.
@Jeltron @bbbbbr one letter for in-game text is one byte right? that adds up quick.
@hbons @bbbbbr I guess so, I have to admit I don't know exactly how it works under the hood.

@hbons @Jeltron Yeah, one byte per character.

Although, the people who make compiler (SDCC) have periodically worked on automatic compression of init data for some types of C vars. I think still turned off though.

@bbbbbr @Jeltron it makes Wordle even more impressive!