Final Fight CPC (VERY early demo video)
Posted: Mon Nov 04, 2019 1:21 pm
There's really not much to see, and it's incredibly messy (and wasteful of memory), but I thought I'd better post something at least. I've added some annotations to the video to very basically summarise what's going on (or still to be implemented) in the code.
I realise things are going to get a LOT slower later down the line, but I'm prepared for that.
Anyway, cheers!
Extra info:
- Uses cursor keys and "A" - Spin move", "S" - Punch", and "D" - Jumpkick, for the moves.
- Attack moves take priority over walking movement when pushed.
- A "Disable Keypress" function is implemented to let attack animations run their course before a key press is read again.
- Screens have their own palettes which is read via comparisons from a function ( I think it's sort of a look up table, but probably not).
- No screen boundaries set just yet, but I think I know how to do that.
- No X-Flipping/Sprite mirroring implemented yet.
I realise things are going to get a LOT slower later down the line, but I'm prepared for that.
Anyway, cheers!

Extra info:
- Uses cursor keys and "A" - Spin move", "S" - Punch", and "D" - Jumpkick, for the moves.
- Attack moves take priority over walking movement when pushed.
- A "Disable Keypress" function is implemented to let attack animations run their course before a key press is read again.
- Screens have their own palettes which is read via comparisons from a function ( I think it's sort of a look up table, but probably not).
- No screen boundaries set just yet, but I think I know how to do that.
- No X-Flipping/Sprite mirroring implemented yet.