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! :( ---------------------------------------------------------------------- To unsubscribe from the list send mail to majordomo@musoftware.de with the string "unsubscribe cc65" in the body(!) of the mail.Received on Fri Nov 26 04:02:16 2010
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