Ann-Gong: 4KB minigame by Stefano Tognon (C) 2005 Ice Team version 1.00 Well, this game is also dedicated to my "Ann-Gong friend" This is my 10th game for C64 Music created and composed by Richard Bayliss CONCEPT: A kendo-like game placed somewhere in a desert of China BACKGROUND: I had the true ispiration for this game when my friend went in China for work. INSTRUCTIONS: Put Joystick in port 2 Movement: LEFT: goes left RIGHT: goes right UP: jumps up DOWN: goes down FIRE+RIGHT: strike up FIRE+LEFT: strike down A strike requires lots of power, so there is a reload time before you can do another strike. Well, we are all humans... The AI on enemy increases level by level, but maybe you will be able to pass all the 9 levels.+ Note that only with energy below 0 you are killed: with energy 00 you have the last possibility! TECNIQUES: * An actor is made by 2 multicolor sprites: the upper part and the lower part. * There are 4 lower parts and 2 upper parts for one actor, so 6 sprites are needed for the animations (2 sprites are used for enemy killed). * The stick is made with a singlecolor x/y expanded sprite. There are 3 different sprites for the stick. * Sprites were painted as usual using the Andrew Colin's BASIC sprites program and Gimp * Mountains and desert are made with 17 different multicolor chars. The yellow color is the better of the first 8 colors I could use without having to put lot of primary colors bytes into that part. * Chars were created using my LSS2 map editor. OPTIMIZATIONS: Here are some steps taken: * Sprites are defined for the left actor only. The ones for the right are calculated at runtime by mirroring the others. Note that we mirror multicolor sprites, not siglecolor ones. As stick is made by (expanded) singlecolor sprites, they are made to use only 00/11 bits combination to allow the same procedure to mirror even singlecolors * Screen at $0400 and color at $D800 are precalculated and put as 2KB of data into the source. Belive or not, Exomizer compress them a lot as they are like all equal (unfortunately they have to be relocated to the right position as Exomizer actually doesn't manage that address directly) * Redefined chars are already at the right place and are not to be relocated * The music is processed by SIDld and the bytes of player never used are filled with 0 (306 bytes were obtained by this) THANKS: Thanks to all the authors of tools I used to make this game: Vice, Exomizer, Dasm. Another thanks to iAN CooG/HokutoForce for bugs removing and for having created some time ago the "Italian Style Bar" that I use a lot in my game. If you read Italian language you can look at all the developing of the game here: http://ready64.altervista.org/forum/index.php?showtopic=1065 Look for all the Ice Team release (always with source) at: http://digilander.iol.it/ice00