Subject: Re: [stella] Starmaster disassembled From: "Andrew Davie" <adavie@xxxxxxxxxxxxx> Date: Fri, 3 Aug 2001 17:36:39 +1000 |
> Watch your RAM, it is sooner gone than you might expect! You need at least 2 bytes for each star to store it's position and 3 bytes for each (visible) enemy. In Thrust, I had to share a lots of bytes for different values, and then it was getting hard not to get confused :) I've said it before, I'll say it again, and I'll probably KEEP saying it. Use the overlay system I used in Qb to manage your variable reuse. Its easy to use, doesn't require you to remember what's used where, and works brilliantly! The overlay system took variables from a severe problem in Qb to one of the lesser things I had to worry about. Source code for Qb (and hence how to do variable overlays) are on the Qb page, see my sig. Cheers A -- _ _ _| _ _ _| _ * _ _ , (_|| )(_|( (/_\/\/ (_|(_|\/(_(/_ ,~' L_|\ ,-' \ see my Museum of Soviet Calculators at ( \ http://www.taswegian.com/MOSCOW/soviet.html \ __ / Qb: the latest retro video game! L,~' "\__/ http://www.atari2600.org/qb.html @--> v - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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