Quasimodo's Christmas Caper - R5 - In progress..


Christmas may be gone, however, I've been having a code walkthrough and optimising the game further where I can. 

I've re-added in some border colour increments (see image below) to check on rastertime of a few routines (a common developer trick) and you realise some things are updating far too often.  Not any more!  Optimisation will continue for another week or so, then I will set about adding the final change to the end of the game which I always wanted to include from R1, but didn't have time or the spare memory back then. 

A few more graphical tweaks will be evident in the next release. The loading screen is 99% complete and I've started to look at the tape loading routines, based on code from Martin Piper - however, it may be that I end up have to write something more suitable for my needs as there's more included than what I need in Martin's code. 

I'm also looking at the sound replay routines, as I think there's optimisation to be had there too. So, Release 5 could be a more streamlined release than all the previous releases so far.

I still keep getting messaged about a possible NTSC release. I do plan to look again, but it will be almost like re-writing the entire game from scratch for NTSC given the way the current game is structured. As soon as I do have something to share, I will put out an update.

No date confirmed as of yet for Release 5. 


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