I did manage to grab the cop frames in the correct order so he doesn't flap about and do crazy stuff now :)
Keystone is going to need some more complex sprite splitting than Berzerk (which in fact has none). There's the possibility of 3 "enemy" objects (the second 2600 player in repeat 3 times mode) on each floor plus the cop, so 3(objects)*4(floors)+1(you)=13, a few more than the C64 has without raster splits. Not a problem though, there's plenty of screen to change registers before the new level of sprites is needed. I might decide to use 8 per level and use the others for the background static objects (blue blocks etc).
The split code for repeating sprites can be used later for Seaquest too :)
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