Re: [cc65] Optimizations needed!

From: <Maspethrose71aol.com>
Date: 2010-11-26 04:01:51
 
 
Payton Byrd: I am e-mailing you a copy of some of the source code for the  
game.  
 
In a message dated 11/25/2010 9:25:59 P.M. Eastern Standard Time,  
plbyrd@gmail.com writes:

Load as  much data as you can dynamically.  Numbered text files, or a REL 
file of  the data could be a great help in holding down code bloat.  You 
could  also detect the availability of extra RAM and load data into an REU or 
similar  device using the ram expansion driver model for cc65.  


As for code-specific optimizations, you'll have to publish your code for  
people to help you out there.  If you abstract your game out to control  
logic that is dynamically loaded you could publish the source code without  
publishing the data files and thus not give away any game secrets.

On Thu, Nov 25, 2010 at 8:08 PM, <_Maspethrose7@aol.com_ 
(mailto:Maspethrose7@aol.com) >  wrote:


I am working on a text adventure for the C64 using cc65 and, if I  
continue, will eventually run into memory problems.  At the end of  Chapter 1, the 
executable costs 18k, and I have 50k to play with.  I  will need to add 
significant functionality over the next few chapters and am  worried about 
running out of memory.  Can anybody give me some  suggestions?  Even down to 16k 
might be useful.  I am trying to  decide whether to publish this code as 
open-source and don't yet want to  reveal the code, so I'm looking for some 
general techniques.
 
-------------------
Joseph Rose,  a.k.a. Harry Potter
Working magic in the computer community...or at least  striving to! :(






-- 
Payton Byrd
<_http://www.paytonbyrd.com_ (http://www.paytonbyrd.com/) >
<_http://it.toolbox.com/blogs/paytonbyrd_ 
(http://it.toolbox.com/blogs/paytonbyrd) >






-------------------
Joseph Rose, a.k.a. Harry Potter
Working  magic in the computer community...or at least striving to!  :(
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Received on Fri Nov 26 04:02:16 2010

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