Re: [cc65] Specific Memory Addresses at Compilation

From: Andreas Rückert <a_rueckert1gmx.net>
Date: 2012-10-14 14:53:00
Hi!

-------- Original-Nachricht --------
> Datum: Sun, 14 Oct 2012 10:49:16 +0100
> Von: Zen Tom <zentom@gmail.com>
> An: cc65@musoftware.de
> Betreff: [cc65] Specific Memory Addresses at Compilation

> Hi,
> 
> I wonder if someone can help - I'm writing a game using cc65 for the C64.
> 
> I have a whole bunch of graphics data (charmaps and sprites) that I 
> need to
> load into very specific data-locations in graphics bank 1 between 
> $4000 and $8000.
> Previously, I've just loaded that data directly into my machine code
> monitor as a single operation, and then loaded my compiled program 
> into memory.
> Now my program is getting larger, it's starting to eat into my 
> reserved memory area.
> How do I avoid this?

I also started some game code. My idea was to load such data at 
runtime, not compile time.
I wanted a level file, that is just text and contains descriptions,
where to load what file.
So load enemy.spr at 0x4000, explosion.snd at 0x5000 etc etc.
That's slower than adding the data at compile time, but it
allows to reuse those files and it also allows easy modification
of the game. Just replace enemy.spr with a new version and your
done.

HTH,
Andreas
 
----------------------------------------------------------------------
To unsubscribe from the list send mail to majordomo@musoftware.de with
the string "unsubscribe cc65" in the body(!) of the mail.
Received on Sun Oct 14 14:53:14 2012

This archive was generated by hypermail 2.1.8 : 2012-10-14 14:53:17 CEST