Remember the git repository is here:
After looking through the different options for finding enough time to calculate a 16-bit LFSR on the Atari 2600, I decided to go with Thomas Jentzsch’s suggestion of a synchronised blank frame every screen transition. This affords me 192 * 76 ~= 15 000 cycles extra on top of Vertical Blank and Overscan.
I have now:
- Walking off the side of one screen and entering in on another
- Updating the map coordinates (I may make a mini-map)
- Created the structure for the code to swap out the kernel and draw the blank frame
- Updated the placeholder graphics to include 2 digits - the kernel will draw $00 to $40, as there are 64 unique objects in the overworld
I still have to:
- Create the logic to switch out the kernel and draw a blank frame on screen-change
- Link the random number generator to the Environment Graphics pointers
Then the scaffolding of the randomly generated overworld will be finished, really. A demo should be available after these things have been achieved.