Spelunker Clone Character Map
Soon Siggy took over the discussion again. He said that our project map will have its own character set, which takes up 2k (two thousand bytes) of memory. Running some tests through Charpad, Siggy discovered that every level can have its own character set. With 4 by 4 tiles, every map had 50 tiles, and every screen was 50 x 50. The screen would be under 4k. That allows expansion for more tiles and map size limits. He stated that the 4 x 4 tiles, would span 5 screens across. The export into assembly code provides a lot of information needed to decrypt the map.
“It is important to have a test map that will work”, he stated. Once we get the character sets and maps loaded the next logical step will be determining how they will be laid out. Siggy stated that he needs a “couple of characters that he can rely on that are not used for anything else. Rather these will be changed through the program to be used for different things. With the graphic slope gradients that are in the same character numbers, he can make a table to decode the sprite’s delta. This is the sprite’s position within the character. A table can calculate where the Y position is located to manage the game collisions. This would be enabled to allow a sprite to walk up and down slopes smoothly.
In the original Spelunker there were elevators, ropes, and other objects. Keeping these objects in the same place in the character set, he stated “We can change the look without having to change the code that drives them.”
I mentioned that I wouldn’t want to use the same character set as the original Spelunker game. Siggy agreed that we can make it better. However, it is essential to have “something to work with”. At this time, he was also working on the scrolling during our two week break. Stated he had the scrolling working in the X direction for the screen push, but then suddenly his project got corrupted. He is very adamant about saving his work to his Google drive. He started a “basic scroll” with the limited time he had after having to reproduce his work. He used three different screens to create the scrolling effect.