Now and then in the forum we see questions on how to build maps for games. The advice in those threads seem great to me, but I stumbled on something really different and interesting and thought I'd share. I played the game Pitfall! lots of times on my C64, and I had heard something about how the developer used some smart solution on how to store such a massive map.
This morning I, for the first time, saw an article explaining how the developer built the map solution. It's absolutely brilliant for the time. Probably not entirely relevant by today's standards, but might still be inspiration, I imagine. And how much memory did the map occupy? One byte. Obviously there's more to the solution than this, read the article:
And here's what the game looked like (on the Atari 2600):
This morning I, for the first time, saw an article explaining how the developer built the map solution. It's absolutely brilliant for the time. Probably not entirely relevant by today's standards, but might still be inspiration, I imagine. And how much memory did the map occupy? One byte. Obviously there's more to the solution than this, read the article:
And here's what the game looked like (on the Atari 2600):