Just to show that my port begins to look like a game![]()
It improves slowly, not because of coding difficulties (though there are some) but because of lack of free time.
Some notes :
1) Colors are wrong
I coded a quick and dirty converter for the arcade arts, and it messes colors (more exactly, some different colors are converted to the same MD color). I'll rewrite that later.
Moreover, for the moment I still haven't decided how to handle palettes. I think I'll use palette 1 for Musashi, HUD, and maybe hostages, palettes 2 & 3 for ennemies, and palette 3 for backgrounds. Unfortunately, that's much less than the arcade, so I can't be sure that the final result will be nicer, just different (brighter and more contrasted)
2) There's no collisions between sprites
That's my next job.
3) Some hotspots are misplaced
I'll do that when I'll be in testing phase.
4) The engine is still not optimized
Because "premature optimization is the root of all Evil". That said, some optimization will be easy. If it isn't sufficient, I'll rewrite routines in pure asm (should not be too hard once the engine architecture will be stable, and it's easier to design in C)
5) There are sometimes one quick ghost frame here and there
It's hard to debug, because it happens rarely, it lasts only one frame and is hardly noticeable, and it's not reproductible.
I bet it's due to a too long VBLANK, so it should be fixed with optimization. If not, I'll have a deeper look inside.
6) Other than that
Musashi can move (all his moveset is implemented, with the exception of magic), the background scrolls, the ennemy has an AI similar to the arcade (the simplest AI of the game).
If something feels wrong, don't hesitate to criticize.