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 | ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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