Megaman’s AI is roughly half done. Unlike the Sept demo, he now incorporates some of the iconic movements and animations that make a Megaman game, such as the pixel-forward step before a run, the little slide as he stops, even him sliding on ice. Doesn’t sound like much, but BASIC programming doesn’t make it easy. I haven’t re-implemented his shooting yet, but I hope to also work on all his projectiles and not just one really soon.
Getting much of these things out of the way (mainly all the bugs that were hidden but now fixed), I began testing the waters as to how many graphic blocks I can compress and cram into a single GRP. From the looks of it, having almost all the sprites is estimating to be just under 40Kbytes, roughly 10Kbyte short of filling an entire GRP. Just to give you an idea of the compression ratio, there are currently 3152 8×8 pixel blocks that are compressed. Uncompressed as 4-bit (16 color) blocks would take up 101KBytes. 2-bit (4 color) blocks would be half that, but most of the blocks are not 2-bit. Based on this, I believe I’ll be able to to stay within the 4 GRP at-a-time limit, but I won’t truly know until the project gets closer to finishing.
One last thing. This collection of sprite graphics is roughly equivalent to 31 QR codes (the Sept demo was 43 codes), so be weary, because this game is going to be huge.