17 hours ago, Starsickle said:
How do you consistently wrote out Capitalized and non capitalized text to the screen? That looks so nice and readable!
Also - how do you manage and store what I imagine to be a lot of descriptive text? Would love to know this, as my games are mostly text heavy and, as you can see - I'm running into some "problems of scale".
As for the game - that looks great. I imagine it's going to get complicated, so maybe eliminate some labels and prompts for a Help Screen? You can also fit either more text or more skill stats into the block below the backpack.
Definitely looking forward to seeing how this ends up.
Thanks. For my game in particular, I'm using a mixture of basic and assembly as a learning exercise to teach myself assembly. I'm using the
CBM Prg Studio development environment which was designed for the C64/C128, but it works well enough for the majority of the time for the CX16. I'm putting my text into RAM banks. I create each bank from within CBM Prg as an assembly page and then compile them individually as a .prg binary to be loaded into the game as and when needed. CBM Prg is especially good at handling text in this way, as the CX16 uses identical PETSCII screencodes to the C64/128, so as long as I mark text as "text" type in the assembler, then the upper/lower case characters get transferred to binary with the correct petscii screencodes for the CX16, so I can just type exactly what I want to appear on screen into the assembler. If that makes sense?!?! I'm on a learning curve on this one too, and it took me AGES to get my head round why my mixed upper/lower case text wasn't transferring correctly. I've not written a word-wrap routine, I know how wide my text display window is, so I just manually wrap the text as I'm writing it in the assembler, screenshot below from CBM Prg studio, showing an assembly tab for one of the RAM banks:
![Bitmap in Untitled-1.png](//www.commanderx16.com/forum/applications/core/interface/js/spacer.png)