Code: Select all
Name SL EL GDMFIS
1 Freeman 11 50 G-----
2 McDonald 14 50 -DM---
3 Daniels 19 20 -DM-2-
..
11 Carlsson 13 45 --2F--
Apart from skill and energy level, perhaps there should be a hidden form factor too, that will affect how both SL and EL are affected. I'm not sure about this though.
Each player should fit into 16 bytes if no stats are recorded about scored goals etc. Even with that, some fields could be packed in data at the cost of slightly more code. Notice I'm speaking in terms of machine code and/or C now.
I figure each team should have on average 16 players, times 16 bytes per player makes 256 bytes per team. If we reserve 4K for player data, the game could keep track of 16 teams. Well, there is team data too to keep the table and fixtures. This is just an estimate how much game data we would like to juggle. I'm not sure if there really is any benefit to keep data within boundaries of 16 or 32 bytes though.
If I remember and feel motivated when I get home, I can put together some formulas for shot allocation and scoring. Initially I thought to store four separate skill levels for each player, but it would simply take too much space on screen unless every player is allowed to take two screen rows, or the screen would scroll horizontally.
Of course the soft 40 column mode or something similar is still an option, but custom graphics may waste some precious memory better used for other things.