Damus
mos_8502 :verified: ๐Ÿ‡จ๐Ÿ‡ฆ profile picture
mos_8502 :verified: ๐Ÿ‡จ๐Ÿ‡ฆ
@mos_8502 :verified: ๐Ÿ‡จ๐Ÿ‡ฆ

Retrocomputing Maker and Designer in Ontario, Canada. I make stuff without promising a delivery date. I don't do crowdfunding, but I do gratefully accept Patreon and Ko-Fi support for what I do.โ€ฉ

Buy me a coffee!: https://www.ko-fi.com/mos_8502
Become a Patron!: https://patreon.com/Studio8502
Buy my products!: https://www.tindie.com/stores/studio8502/

Relays (1)
  • wss://relay.momostr.pink/ โ€“ read & write

Recent Notes

mos_8502 :verified: ๐Ÿ‡จ๐Ÿ‡ฆ profile picture
My emotions about Rowan are complex. It's going to be a good game, I know that now. There's a solid core gameplay loop (the thing you do moment-to-moment, specifically the combat and puzzles), a comprehensible goal (save your family!), bright colourful (for C64) graphics, decent controls (I hate Atari joysticks!), etc.

I'm frustrated by the things I couldn't put in, but so, so proud of what I've packed into just < 38KB of program code.
mos_8502 :verified: ๐Ÿ‡จ๐Ÿ‡ฆ · 6d
The game only supports a single save file, unfortunately -- but most C64 games had no save feature at all!
mos_8502 :verified: ๐Ÿ‡จ๐Ÿ‡ฆ · 6d
For example: I can set a room clear script on a boss fight room that sets BOSS_DEFEATED_0 (or whatever), and make the boss's spawn conditional on that flag being clear, so bosses don't respawn when you revisit a room.
mos_8502 :verified: ๐Ÿ‡จ๐Ÿ‡ฆ · 6d
Moving play-mode-specific functions into the overlay segment is how we actually claw back the memory spent on the overlay slot itself, freeing that much memory in the program segment for resident code.