Well, I've given up on the blitter lol... unless i use it for fast clearing of screens which seems a little pointless..
I've managed to use mapping before as well.
I already have the 16x16 tiles in order to 'map' however the intention was to
1) scroll moving pi1 picture left to right @ 1pixel - that wraps (simple background)
2) overlay map/world blocks at 2 pixels . giving the illusion of parallax
3) display sprites
I am not too concerned with ram usage; as it is the 'player' sprites already take 100k ?!?! precalc'd and bobbed ... again for a 1pixel move..? this is going into 1mb territory which is kind of ok i suppose .. i image the blocks+map will take a further 200k
i also have what you'd call a status screen at the bottom indicating health/scores etc and that uses 32 pixels giving me a playing (scrolling) area of about 320,168, shouldnt be too shabby if STOS plays nice ?
Maybe the green tiled background BEHIND the world map might be a stretch too far for the poor old st & STOS..
I've spent much of today working on the graphics for the main sprite/player so at least thats coming along, although my palette split between the main playing area and the status bar is a bit wierd (another topic altogether..)
The STF/STE thing really only matters with the tracker ext im using atm, there is nothing else STE specific.
i can use ABK's and another ext for STFM owners. I really want to say more about the game but without anything to really show its all just hot air
maybe if i can get a demo/1st level off the ground? I've coded quite compentently in STOS for a while but mostly throwaway projects.
incidently i managed to get a 512 spectrum intro screen and menu system built ... thats awesome enough for a few days work