Today I got to work on the gradual draw routine. At first I tried the lazy way, but using loops as delays isn’t exactly neat and I had problems, so I dug straight into the interrupt driven timing.
After the usual schoolboy errors, which are becoming less frequent and easier to debug (and I’m looking at reference material less often now) the result was pretty decent, so to complete the map level data I decided to write the player routine, because that was the easiest way to count the blocks needed to complete a level.
Well another oops, the number of blocks needed more than 8 bits on the last 2 levels!
That sorted, here is the result so far. I’m quite pleased with the progress I made today 🙂