So there will by high score saving in the 2600 version too?
Only in RAM. So you will need to have the 2600 powered on until everyone has had their go, or write it down on paper!
If you are interested, you should share the code of the kernel, so that we can discuss potential improvement.
Unfortunately it is hundreds of lines of seriously ugly code that is not fit for the publics eye!
However, one of my main space-eating solutions is that I draw the player like this:
Y-is the line counter in the kernel. Then I move the player up and down by modifying the ZP-vars. Works great and is very CPU-time efficient, but it means that I must have a buffer that is as high as my player, for both graphics and colors, and then duplicate this if I want more frames of animation!
BTW: Any plans to use your new knowledge and create more games (or demos) for the 2600?
I've actually written quite a few demos for the 2600 before, but this will be my first game.
I will probably do more demos, and perhaps there will be more games, but I probably prefer democoding, where the challenge is to create the best looking visuals and any shortcuts can be taken, because you know *exactly* what is going to happen. With games, you have less freedom in the coding.
Edited by Sdw, Tue Aug 30, 2016 9:22 AM.