As well as Lunar Jetman, Knight Lore and various other projects I'd already got on the go I decided to have a crack at some Beeb coding. What I'm doing will be useful for porting a C64 game to the A8 as well as the Beeb.
The game I have in mind (I'll keep it quiet for now) is going to be somewhat tight for RAM on the Beeb (in fact unless I do some disk loading it probably won't fit) and as such I've already got into the mindset of smaller is better for the Beeb code so I'm kind of writing things twice and counting bytes as I go. Eg is it better to have a lookup table or some code to do the same? Of course it depends on the complexity of the calculation that would be replaced with the lookup and if that table can be small enough to be worth replacing code with. One routine I just wrote worked out as 31 bytes of code Vs 24 code+table. Win for tables that time then :) It might even be possible to make that 23 bytes by shortening the table and masking the index into it as it's a repeating table.
Anyway, I've got the Beeb displaying a custom screen mode, 16 colours (ok, technically that mode is 8 + 8 flashing) 38 "chars" wide and 25 lines high. I think I can get away with the 32 pixel high panel being 4 colour which will save another bit of precious RAM. Screenines when something is displaying properly..
Pete
Saturday, April 17, 2010
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