Today’s goal achieved after some hair pulling. My draw routine was giving nonsense results until I realised I’d used the same variable locations! Once I figured that out it went a lot faster.
The level draw routine is now working, and tested with map data! The map data holds number of blocks to cover to complete the level, player and chaser start locations, level draw start positions and draw data. The latter is shown here:
$27,$59,$26,$20,$6f,$21,$26,$58,$27,$21,$6e,$20,$00
This draws the following:
This is already the most complex 6502 code I’ve ever written and I’m learning all the time. Tomorrow’s target is to design the same levels as the original, and set up the interrupt driven routine that will be the core of the whole game.