RE: [cc65] Space efficiency?

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From: Keates, Mark (Mark.Keates_at_dendrite.com)
Date: 2002-05-17 18:19:47


Hi,

What sort of graphics adventure? A text adventure
with graphics, 'The Pawn', or an interactive one,
Zelda/Final Fantasy?

For either I'd favour C for most of the game logic as
you'll be doing lots of array lookups and cross lookups,
mulitple arrays , string handling etc. These are a pain 
to manage in assembler. Also, nothing is really time 
critical here but I note your concerns over space.

I'd also go for using asm routines for displaying graphics, 
but mainly for the efficiency gained.

Regards,

Mark

P.S. Also using more C means it easier for converting to
other platforms ;-)

> -----Original Message-----
> From: Stephan Lesch [mailto:slesch_at_studcs.uni-sb.de]
> Sent: 17 May 2002 14:38
> To: cc65_at_musoftware.de
> Subject: [cc65] Space efficiency?
> 
> 
> Hi,
> 
> I and some friends are pondering writing the main parts of a graphics
> adventure for the 64 using cc65, and we're not sure if it's 
> really feasible, 
> or if there are probably some pitfalls, and we should stick 
> with hand-written 
> assembly. 
> 
> What do you think, can I assume that the size of a compiled C program 
> (modulo silly programming :)) will be about 1 to 1.5 times that of a 
> hand-written assembly program for the same purpose, plus ca 3 
> K for the 
> library?
> 
> Generally, those who already have realized larger projects under cc65,
> particularly on the c64 and including interfaces to binary 
> parts like musics
> and IRQ loaders, could you tell how well it went, and what experiences
> you made? Does it actually become easier to write a program 
> like a game
> in C, compared to assembly, and can you write the major parts in C, or
> do you end up with a frame program in C, and the rest mostly 
> written in
> assembly?
> 
> Greetings,
> Stephan
> 
> 
> 
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