Hello, I'm looking into transferring a C64 game project from ACME to CA65 with a view to prototyping tedious game logic in C and to make dealing with overlay code easier. Anyway, after spending an afternoon reading through the manuals and doing a little testing I've now got a couple of questions: 1. Am I likely to get into trouble compiling the odd C function into an existing project? Is there a big fixed space overhead, or are the standard library and runtime functions compiled-in as needed? Also, what is the convention for preserving the compiler's zeropage variables? 2. My old code makes frequent use of a certain "single_page N" macro which insures that the following N-byte array stays within a single page. Is there any way I can handle this efficiently in CA65? As far as I can see just aligning would waste up to 4*(N-1) bytes. 3. Should I be using the preprocessor to implement non-trivial loops? I can't see how to redefine labels imperatively so I tried using macro recursion but ran into if-nesting limits. 4. Am I abusing named scopes by trying to use them like C++ namespaces? I seem to end up wanting to open scopes twice, both in the code itself and in the .inc "header." I apologize ahead of time if any of this has already been covered by the manual or previous discussions in the mailing list. /doynax ---------------------------------------------------------------------- To unsubscribe from the list send mail to majordomo@musoftware.de with the string "unsubscribe cc65" in the body(!) of the mail.Received on Sat Oct 9 22:51:30 2010
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