The whole code and data is in 256 bytes, including file header. It means it's using very slow OS pixel drawing functions , there is no code unrolling for the screen cleaning etc.
@@ilmenit The idea is great, the best 8 bit game in the world needs a sequel/mission disk etc so any work is appreciated, shame it is not going for speed vs efficiency in this routine then. By calling it Rescue on Mars they invite comparisons really :) Would like to see someone adapt the original code with some display list magic. Written by the genius Loren Carpenter (less than 48 hours to learn 6502 machine code and how to use the Atari chipset to make a working prototype game engine). Loren Carpenter invented fractal computer graphics at Boeing. Isn't the cartridge release of Fractalus on a 16k ROM for the XL/XE cartridge?
I love these one page productions!
That's cool - that looks like the algorithm for Captain Blood!
Amazing stuff! Congrats Ilmenit!
INCREDIBLE!
1mhz C64 Resue on Fractalus speed running on a 1.75mhz Atari, great!
The whole code and data is in 256 bytes, including file header. It means it's using very slow OS pixel drawing functions , there is no code unrolling for the screen cleaning etc.
@@ilmenit The idea is great, the best 8 bit game in the world needs a sequel/mission disk etc so any work is appreciated, shame it is not going for speed vs efficiency in this routine then. By calling it Rescue on Mars they invite comparisons really :) Would like to see someone adapt the original code with some display list magic. Written by the genius Loren Carpenter (less than 48 hours to learn 6502 machine code and how to use the Atari chipset to make a working prototype game engine). Loren Carpenter invented fractal computer graphics at Boeing. Isn't the cartridge release of Fractalus on a 16k ROM for the XL/XE cartridge?
is the math that generates the terrain silhouettes the same math that generates the audio waveforms? :)
It's not. The algo is similar to Demo4 on my Github: github.com/ilmenit/PrevLineHeightmap
Wow.