Yes please! No one will believe this was possible in the unexpanded VIC. Maybe it will be the next commercial release on tape?Kweepa wrote:I'll probably add joystick support and call it a day
Vic Wolf
Moderator: Moderators
Will try that later @home.Kweepa wrote:Ah yes, I forgot to mention I moved the map key to M
Yes, you should avoid $318/319:Pressing RESTORE crashes the game? Huh. I deliberately avoided $314. Any suggestions?
0318-0319 792-793 NMI interrupt vector [FEAD]
In normal mode POKE657,128 disables Shift-C=Shift-C= still works? Stupid default interrupt handler. I guess I'd better install my own timer...?
Maybe add a nice title/loader screen graphic with instructions.I've got some space left - I'll probably add joystick support and call it a day.
Graphicians please raise your hands
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
That memory came because I pucrunched the game - I was able to move more data tables into the temporary init code, to be relocated into unused sections of $0-$3ff. Speaking of which, I haven't found a memory map detailing exactly what locations are "free" for games. It's easy if you turn off interrupts - you can use everything except about $1c0-$1ff and $318-$319.
I ended up using $8-$8e, $d8-$f1, $100-$1c0, $200-$264, $2a0-$2df, $300-$310, and $320-$3ff
But why are we still talking in this thread, when there's a shiny new thread devoted to the game?
I ended up using $8-$8e, $d8-$f1, $100-$1c0, $200-$264, $2a0-$2df, $300-$310, and $320-$3ff
But why are we still talking in this thread, when there's a shiny new thread devoted to the game?
I made a list of them not too long ago here.Kweepa wrote:Speaking of which, I haven't found a memory map detailing exactly what locations are "free" for games.
http://sleepingelephant.com/ipw-web/bul ... php?t=4738
It's probably not all of them.
Rob