Sooo... another update (see zip in first post)
Got something like a LZSS-encoder working. Saves some space
The INF-File is "remastered", so the player sprites and little updates here and there. eg. lvlup only works for already solved levels.
Lives are in "hard" and "easy"-Mode the same, so i think 250 lives are a good amount if you want to solve every level in both modes.
I think, this could become a release
Multiplayer: i thought about that, too. Probably 2 different HEX; one master an one slave. Gamemodes: coop-Mode and vs-Mode?
in vs-Mode the needed diamonds could be half, and the player which reaches the door first (or survives), wins.
@LZSS:
this isnt the original implementation as this relies on an ring-buffer for encoding and decoding. (at first i thought, the example encoders i found are somehow broken, when i looked at the output
)
So i hacked a little encoder on my android smartphone with an simple texteditor in HTML (javascript) - was on vacation without any PC/Laptop
Usual decoders should be able to decode this encodings, the backreferences just dont wrap around the buffer borders.
my "Gamebuino-Decoder" is surely not state-of-the-art, but works as expected:)
some data:
- it needs about 300Byte more flashmemory (compared to the usual "nibble-mask-decoder"
)
- with refsize=6 and refcount=3 only 60-70% of flashmemory is needed (say, 30-35% compared to one tile per byte)
- in this game, tilemap is 14x20 -> 280Byte per level. Flashusage is about 100Byte per level
Edit:
here we go:
viewtopic.php?f=17&t=3267