WizardBone #1 Posted January 2, 2017 (edited) Happy New year!I been doing alright with Batari Basic, I've reached a point where I can just write code and figure out how things work myself without depending on question and answers. I am proud of myself for that lollllBUT I have 16k set up which has 4 banks. And I notice the 4th bank slowly gets eaten up by some kinda monster. Whats going on there exactly? Also wondering if you can direct the "monster" to other banks. What happens when bank 4 is used up and i wanna add more sprites, is that the end of the line? I'm coming close. A link to document explaining would be cool if you feel lazy : ) Edited January 2, 2017 by WizardBone Quote Share this post Link to post Share on other sites
+Random Terrain #2 Posted January 2, 2017 randomterrain.com/atari-2600-memories-batari-basic-commands.html#bankswitching You do not need to specify where sprite graphics go, as they all will be automatically placed in the last bank no matter where you define them (you can just leave all of your animation frames in the same bank that contains your main loop). Also, the kernel will always be placed in the last bank. Typically, bB modules and functions will as well. Quote Share this post Link to post Share on other sites
WizardBone #3 Posted January 2, 2017 Thanks for the reply man! Yeah I get that, I've been on your site a million times haah. I kinda regret how I worded my question now. Its not so much whats going in there, I should have askedOnce bank 4 or even if Bank 8 is filled does that mean you cannot add anymore sprites? Quote Share this post Link to post Share on other sites
+Random Terrain #4 Posted January 2, 2017 As far as I know, once your last bank is full, the only thing you can do is find ways to get rid of things like sprite frames that you don't absolutely need. Quote Share this post Link to post Share on other sites
WizardBone #5 Posted January 2, 2017 cool , thanks, just checking : ) thanks for yer time! Quote Share this post Link to post Share on other sites
+Gemintronic #6 Posted January 25, 2017 If you ever absolutely need more graphics you can use RevEngs multi kernel framework: http://atariage.com/forums/topic/221100-bb-256k-128k-64k-32k-multikernel-frameworks/ The restriction here is that each 4k is a complete game onto itself - meaning code and graphics share each 4k. Using the normal kernel there is more room for code in every bank but the last. Of course, sprites from one bank aren't valid in another with the multi kernel framework. So, you either have to duplicate sprites or segregate each 4k into game modes that will never have to use sprites outside the bank. Say, have the first bank be the overworld with forest animals while the second bank is the dungeon with ghosts. Quote Share this post Link to post Share on other sites
ultima #7 Posted January 26, 2017 I had this problem with sword of iffrit and found that removing all code from bank 8 except temp1 = temp1 opened up a few hundred more bytes. Before the savings I had my music code in bank 8. Quote Share this post Link to post Share on other sites
WizardBone #8 Posted February 3, 2017 Thanks for the replies! I had no idea anyone wrote again so sorry! Both are useful : ) Quote Share this post Link to post Share on other sites