chv2
ZXNet echo conference «zx.talking»
From Vyacheslav Mednonogov → To All 23 September 1999
Get Msg, All!
Fresh information about the subject:
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New this season: now those areas of the map that are far from yours
warriors will gradually become overgrown with dark squares, even if they overg
were discovered (by intelligence, for example).. So to speak, a simplified tag of war :)
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ChV2: memory has run out :( And I need another one and a half to two kilos.. I’ll do it like in ChV1 -
for some heroes, store part of the sprites, the rest will be mirrored
display...
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Q2: each level will be preceded by a short story task (text on the entire screen).
Who ordered? ;)
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ChV2: I was wondering for a long time what to do with maps that are divided into incoherent ones
areas (for example, islands without bridges). In principle, now such cards have
right to exist - since there are attack and transport aircraft... But how
find out whether access to the target is possible by land or only by air?
The solution is this: at the map editing stage, an additional
mini-map (256 bytes), where a pair of bits describes the membership of a 2x2 squareto one or another area.. It is clear that for this reason there are no disconnected areas
maybe more than 4, but, IMHO, this is quite enough..
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One way or another, things are moving towards the end.. By the end of the week it is finally planned
finish AI programming. Then the following will remain (from the experience of ChV1):
- complete and debug the levels (2-2.5 weeks);
- protection + disk operations (1 week);
- pairing with GS (? days);
This will be followed by a test run in St. Petersburg (1 week) and distribution will begin..
ps such assumptions.. Let's see :)
pps I traditionally challenge ZXF#9 to a competition - who is faster! :) Wow, ChV1
released simultaneously with ZXF#7 =8-[ ]
*Crossposted in ZX.TALKING
[I.ZX] Warm greetings, Slava!
[We don’t need the sun - the party is shining for us, we don’t need bread - give us work!]