Thanks for the comments and feedback
Imho I would leave arthur free from flickering, so the only rotating sprite layers would be enemies' ones.
I've been thinking about that too. One option is to keep the gray part of Artur fixed but let the red part rotate. I haven't tried it but that may work.
I'm quite curious, how are you planning to implement arthur's shoots?. They will be sprites or patterns?.
I haven't decided but its leaning towards using sprites. From the beginning I wanted to use tiles but it won't work as well as in e.g. nemesis because the background has more details so it won't look as good. Then the handling would be different for the torch and axe since they have the curve. The biggest drawback with sprites is that it really limits arthur to fire one shot at the time. This is maybe not such a big deal, the C64 version does that too.
I think that Arthur could move a little faster.I´ve tested the demo both 50 and 60hz,and the movement on 60Hz is closer to the original.I don´t know if this is possible,but I like to see Arthur running a bit more Wink
I think that's doable I'd guess that the original arcade was 60Hz. Its no problem to scroll 2 pixels every 5 pixels.
If you jump near ladders,Arthur gets hooked on it.
I did this on purpose (you need to push the up button while jumping if you want him to stick to the ladder. But I think the original doesn't so I should probably change that.
-When you make use of your flickering routine, Arthur flickers even if he's not in line with the other sprites flickering. I suppose this is all because of the design of Arthur... there are invisible parts of him that are really in line. For example, I've found this situation... three zombies at the upper platform, three zombies at the bottom, Arthur at a certain position on the stairs... and everybody flickering!... You shout take a look at Arthur design... maybe you can make him more compact and take out a few sprites
Arthur is indeed bigger than what's visible. He is 32 pixels high. Now when you mention it I think I did the bmp to sprite conversion a bit wrong so there will be some extra sprite hiding (think on the bottom part of arthur). But the ladder thing is sortof in the design. The reason is that all scanlines has 5 sprites and then all will participate in the flickering. This can probably not be avoided entirely but it can certainly be minimized by better positioning of the sprites.
-Sometimes when you jump and there are some zombies around, there is some sprite corruption on Arthur.
You may be right but I think its an illusion. The jumping arthur has three sprites per scanline and they flicker independently of each other so sometimes the left part of arthur is shown and sometimes the right. This makes it look like corruption. All sprite updates are made in back buffers or offscreen (I use two SATs and three SPTs) There can of course be a bug as well
1) You can add the mountains in backgroung and make them fixed. It should be possible to add this detail, even if I do not know how ;-)
Probably not, because I don't have many tiles to spare
2) You can implement the EC bit in the sprite movements (now they jump into the screen on the left)
Absolutely. Just haven't gotten to it yet
3) The zombies have the same blue color of the fence on the background. You should change one of the two colors
4) I do not like zombies' heads. I do not know how but heads seems too large and to float.
5) You could rip some GPX from vejos' demo (with his permission).
The zombies are definately not production quality
Some (or actually most) gfx is ripped from vijeos demo
7) Now there is some glitch in the flickering routing. Sprites sometimes disappear even when you don't expect, e.g. while jumping.
Yes I've seen it too and the reason is that my sprite tool isn't aligning the sub sprites correctly. Its a very easy fix.