Re: Aw: Re: Aw: [stella] BCD to pointer.

Subject: Re: Aw: Re: Aw: [stella] BCD to pointer.
From: Glenn Saunders <mos6507@xxxxxxxxxxx>
Date: Fri, 14 May 2004 09:56:15 -0700
At 07:46 AM 5/14/2004, you wrote:
Hi there!

> Isn't there a way to do scores with less RAM usage?
> If you store 2 6-digit scores that eats up a whopping 24 bytes of RAM for
> the pointers alone.

Certainly. Normal bcd storage of 2 scores only takes 6 Bytes.
Depends all on what your going for.
Happy Dude is trying to optimize for using less ROM, so the tradeoff is using more RAM.

I'm not talking about storing the score values itself, but the pointers to the graphics of each digit (to be loaded via Y indirect).

In Death Derby I have to reserve two bytes of RAM to point to each frame of digit graphics, hence 12 bytes.

And what sucks is half of those bytes is static because the page of ROM the digits are in is static.

What I think I've seen in score routines is an on-the-fly pointer calculation routine that keeps overwriting the same RAM to set the pointers just in time, but in my playfield score routine I don't have the kernel time for that so I have to set up all the score pointers inbetween frames.

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