Subject: Re: [stella] Crazy Valet From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Sun, 12 Nov 2000 13:31:17 +0100 |
Hello Brian, you wrote: BP> - You are correct, the whole game is basically "fun with playfields" except BP> for the cursor, which is player 1. I tried to integrate player 2 to mark BP> the important car, but ran into problems. (See below) BP> - I consider myself very lucky on this game, as I started to reach the end BP> and integrate nice little things I wanted to put in, I ran out of memory. BP> After reshuffling my graphics and sound data to avoid crossing pages, I had BP> about 16 bytes left out of the 4K on the current version of the game. After a quick look at your code (Distella), i think, you still have plenty of room for improvements, which would save you a lot of bytes. Examples: lda #$00 lda #$00 sta PF0 sta PF0 lda #$00 sta PF2 sta PF1 sta PF2 lda #$00 sta PF2 4 bytes saved DEC $D4 lda $D4 DEC $D4 sec DEC $D4 sbc #6 DEC $D4 sta $D4 DEC $D4 lda $D5 DEC $D4 sec <- necessary? DEC $D5 sbc #6 DEC $D5 sta $D5 DEC $D5 tax DEC $D5 DEC $D5 DEC $D5 LDX $D5 11-12 bytes saved The following block could be improved even more: LF09D: LDA #$00 STA $D3 LDA #$40 BIT SWCHA <- try shifting instead of many BITs/ANDs BNE LF0AF LDA #$03 STA $D3 <- store only once _after_ JMP to LF0F2 JMP LF0F2 <- use Bxx is such cases (BNE here) LF0AF: LDA #$80 BIT SWCHA BNE LF0BD LDA #$04 STA $D3 JMP LF0F2 LF0BD: LDA #$10 BIT SWCHA BNE LF0CB LDA #$05 STA $D3 JMP LF0F2 LF0CB: LDA #$20 BIT SWCHA BNE LF0D9 LDA #$06 STA $D3 JMP LF0F2 LF0D9: If you change the expected results in $D3 a bit, it could look like this (saves more than 75%!): ldy #4 lda SWCHA .loop: asl bcc LF0F2 dey bne .loop ... LF0F2: sty $D3 There are other places too (positioning of player 0, ...), were the code could be compressed. You should also try to use the wasted space where you align your code/data. I think you should investigate some time in optimising your code a bit, as this would make your game even better. If not, others (me?) might even want to make that better version, the concept of the game is just too good to be "wasted" ;-) BP> - If you follow the links for Philip Cheng on my web site, he has a few BP> links to other Rush Hour websites, including a fellow that has a java BP> version that has different puzzles each week. I already did this and found a lot of very challenging puzzles. Thanx. BP> Also, I have added additional content to my Crazy Valet web page, including BP> a download page at which you can download a demonstration version of the BP> game to decide if you want to request a cartridge. BP> And as always, questions or comments are welcome. I tried your demo and i think the puzzles are far to easy (for me?). I expect, that they are getting more difficult at higher levels, so maybe you should demonstrate this in your demo, too. Just use every 5th puzzle. Thomas -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
RE: [stella] Crazy Valet, Brian Prescott | Thread | RE: [stella] Crazy Valet, Brian Prescott |
RE: [stella] Crazy Valet, Brian Prescott | Date | RE: [stella] Crazy Valet, Brian Prescott |
Month |