Maybe you could make a mode 5 disk version, what loads every level from the disk, bringing 20Kb per level! Maybe a nearly arcade version with mode 1, loading 10Kb levels from a disk?

I’ve seen the document but found it too confusinglovebug wrote: ↑Sat Jun 18, 2022 10:50 amlooking great
are you using a random number generator to generate the objects for each screen like the original atari version ?
btw theres a commented disassembly of the original 6502 atari code over at https://www.romhacking.net/documents/521/ if you need
I think I only used a couple of NuLA colours to see how easy it was, I'll revisit later in the development cycle and use the correct colours, not some random ones I picked.
I still need to sort out the colour clash on the ladder and I wish I was good at designing gfx
That's great to know re AcornPad for the loading screen - I must get Parallels up and running on my Mac for that as I think it's PC only?
I've managed to download the book Racing the Beam and according to page 35 the TIA offers two number-size registers NUSIZ0 and NUSIZ1 to allow the placement of the same sprites on screen (it's how they did Space Invaders)
Glad you found the book and more importantly that it’s been helpful!I've managed to download the book Racing the Beam and according to page 35 the TIA offers two number-size registers NUSIZ0 and NUSIZ1 to allow the placement of the same sprites on screen (it's how they did Space Invaders)