Grid boundaries are handled by using the classic trick of padding all sides with a value that's not used in the "real" grid, and always counts as a dead cell.I'm using the Genesis's foreground tilemap to create the graphics.(It was tested in the Fusion emulator but it should work anywhere.) This is the source code for a Sega Genesis game that you can compile with VASM. As always, thanks to Keith of Chibiakumas for the cartridge header and hardware routines. I went a little further and created a 40x30 grid, but this implementation is accurate and does have a blinker in it.
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