well, i confess i were a bit lazy on that - trying to improve Boriel's ZX-Basic Compiler for being able to prototype it more easily (i still struggle on coding pure assembly games yet...), and in the meanwhile i lost some focus on trying to extend ZX-Basic Compiler also for Mattel Aquarius, VG5000, Colecovision, etc.!
btw, i started a small test on Boriel's ZX-Basic Compiler, for some idea of how it would look like (i'm about using screen1, and palettes when possible (2,2+ and turbo-r) ), i didn't try moving sprites yet and so on - since i can't add attachments here in this message, i'm uploading to
https://drive.google.com/#folders/0B7Iw8X7IB4-nVi1vTnFOOWE0aG8btw, this game has 81 rooms, and 24x18 with 1 nibble per pattern (character), each room seems to fit into 216 bytes, resulting in a bit more than 17kb for all of these 81 rooms - the weird part is that i don't know why 32kb .rom files created from Boriel's ZX-Basic Compiler doesn't work, only the 8kb and 16kb (probably i'm struggling on something?)
another doubt that i have is how platform games works, how can i have the object walking on the platforms, jumping, collisions, and so on - is there any kind of simple tutorial explaining?