Subject: Aw: [stella] Playfield ram usage From: cybergoth@xxxxxxxx Date: Wed, 22 Aug 2001 09:42:09 +0200 (CEST) |
Hi Glenn! > I'm only using PF1 and PF2 so that means 32 bits per row and I'd like to > have about 23 or so rows, about 8 pixels tall, which brings me up to about > 100 bytes RAM usage. When I add in all the rest of the gamestate, which is > 4 X/Y positions, the score, etc... that doesn't leave much breathing room. > The thing is, I will never fill up the entire screen with tombstones. > If I know, for instance, that I will never have more than 32 tombstones, > then I could store it in 32 bytes as a list of tombstones, the value of > which is an index to a pixel. What about limiting the number of tombstones per row? Let's say you've a max of four TS per row and you have tables like this: level1 .byte #<row1, #<row2, #<row3 ... ORG FX00 row1 .byte pos3, pos6, pos12, empty row2 .byte pos1, pos5, empty, pos16 ... Now in the kernel you'd access these tables like this: LDX level1,Y LDA FX00,X LDA FX00+1,X LDA FX00+2,X LDA FX00+3,X But I think you'll see only in practice which idea is best... (At least this is true for me, being a die-hard try&error coder :-)) Greetings, Manuel ----------------------------------------------------------------------- Neu: Die Lern-, Spaß- und Erlebniswelt von Nexgo für Kinder von 4 bis 12 Jahren können Sie jetzt kostenlos testen: Klicken Sie einfach hier und ermöglichen Sie Ihrem Nachwuchs den Vorsprung in der Informationswelt von morgen. http://www.nexgo.de/family/kinder.php ----------------------------------------------------------------------- - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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