Hello! I have been working on a demake of the NES game Fire and Ice in z80 assembly.
It is a puzzle platformer where you must eliminate all of the fire by maneuvering ice.
NES version longplay
I would consider it in the beta stage of development, with mostly polish and bug fixing left.
Here are some of the larger things I need to do:
And some internal stuff...
Levels are stored in an appvar. Each level is only 28 bytes and there are 8 levels in an appvar.
There is also a built in level editor for editing and creating appvars.
I am also not super happy how my artwork looks right now. If anyone wants to help make some wacky 7x7 tiles, that would be awesome.
I plan to work on improving the title screen after working on the fire animation. I was not sure how to do the fire animation, so currently I exclude drawing fire in the map-drawing routine and use an interrupt to update a counter, which is used as an index to the sprite. But every game loop, I have to call a procedure to erase and redraw the fire. Could I include the redrawing in my interrupt routine, or will my interrupt take too long and infinitely loop?
I plan on releasing something by the end of the month, but I never really know how much time I have to program.
It is a puzzle platformer where you must eliminate all of the fire by maneuvering ice.
NES version longplay
I would consider it in the beta stage of development, with mostly polish and bug fixing left.
Here are some of the larger things I need to do:
- - BUG: fire sprite looks glitchy occasionally
- BUG: ice in the editor can disappear by holding down the place button
- BUG: in the level editor, the fire can show up impartially
- have the player crouch as to prevent clipping with the tile directly above
- remove the routines that creates the dummy appvar
- allow user to input numbers in file name of an appvar
- remove the ability to jump, only by block collision
- show the controls for the level editor
- add player animations
- remove screen emptiness (this is a big one)
And some internal stuff...
Levels are stored in an appvar. Each level is only 28 bytes and there are 8 levels in an appvar.
There is also a built in level editor for editing and creating appvars.
I am also not super happy how my artwork looks right now. If anyone wants to help make some wacky 7x7 tiles, that would be awesome.
I plan to work on improving the title screen after working on the fire animation. I was not sure how to do the fire animation, so currently I exclude drawing fire in the map-drawing routine and use an interrupt to update a counter, which is used as an index to the sprite. But every game loop, I have to call a procedure to erase and redraw the fire. Could I include the redrawing in my interrupt routine, or will my interrupt take too long and infinitely loop?
I plan on releasing something by the end of the month, but I never really know how much time I have to program.