Re: [stella] Poker Solitaire/Squares build 025

Subject: Re: [stella] Poker Solitaire/Squares build 025
From: Thomas Jentzsch <tjentzsch@xxxxxx>
Date: Sun, 16 Dec 2001 22:49:23 +0100
Erik Mooney wrote:
> Hang about.  Who said you needed to store the remaining cards in the deck?
> When you generate a card, simply generate it randomly from all 52
> possibilities, then cycle through the current hand of cards and see if
> it's already there; if so, generate another.  That'd also give you 100%
> randomized card flow, instead of your not-always-random shuffling.  If it
> takes too long to get a new card, you can always just white-out the screen
> for a frame or two.

That's what I meant!
Sometimes you just don't see the forest behind all those trees :-)

And if that still doesn't solve your RAM-problems, you might also be
able to use the low card sprite data pointers to store the hand. But
that would require a lot of changes to the existing code.

A few more RAM suggestions:
- IMHO the B/W support isn't necessary.
- you could easy mix joy_debnc (3 bits) with last_joy (4 bits) (and
still have one more bit left! :-)


And you can optimize the ROM space too:
Example:
  lda %11111111
  ...
  lda %11111110      ; replace with asl

There are several places in code, where you could reuse prior values in
registers and save space.

Have fun!
Thomas                            
_______________________________________________________
Thomas Jentzsch         | *** Every bit is sacred ! ***
tjentzsch at web dot de |

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