EvoMikeUK Posted February 13, 2020 Share Posted February 13, 2020 Hi all. I am running my playfield at pfrowheight=7. Does this mean that I can use var28 onwards as they are now free from being used for the playfield? Kind thanks ? Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 13, 2020 Share Posted February 13, 2020 I think you thinking of pfres, which can be used to reduce the number of rows,and therefore PF pixels, freeing up variables. The pixels use the same amount of variables regardless of their height. Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 14, 2020 Author Share Posted February 14, 2020 7 hours ago, Karl G said: I think you thinking of pfres, which can be used to reduce the number of rows,and therefore PF pixels, freeing up variables. The pixels use the same amount of variables regardless of their height. Thanks Karl... Aww man. I need like 1 variable extra minimum. Hmmm. Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 14, 2020 Author Share Posted February 14, 2020 I may consider SARA... I was hoping to do the game vanilla, but it’s looking less likely unless I can find another byte or two. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 14, 2020 Share Posted February 14, 2020 Does your game use playfield scrolling at any point? If not,you can use the four variables from the invisible row used to assist with scrolling: var44 - var47. Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 14, 2020 Author Share Posted February 14, 2020 No it doesn’t and I’m already using them I’m sure ? Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 14, 2020 Author Share Posted February 14, 2020 9 hours ago, Karl G said: Does your game use playfield scrolling at any point? If not,you can use the four variables from the invisible row used to assist with scrolling: var44 - var47. Hi Karl, If I use Superchip RAM, 64kbSC, my TextBank on your Kernel becomes seriously overfilled. Do you have any ideas why this would affect the TextKernel? Thanks Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 14, 2020 Share Posted February 14, 2020 1 minute ago, EvoMikeUK said: If I use Superchip RAM, 64kbSC, my TextBank on your Kernel becomes seriously overfilled. Do you have any ideas why this would affect the TextKernel? Thanks Yeah, using SuperChip RAM means that have to give up 256 bytes of space in each bank. If you have any banks with less than 256 bytes free, you will have to pare it down, or move stuff around. It would be a shame to have to do that just for lack of one variable. 1 Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 14, 2020 Author Share Posted February 14, 2020 Also, reusing the variable statusbarlength seems to interfere with the textkernel, is this used by the kernel? Thank you again. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 14, 2020 Share Posted February 14, 2020 38 minutes ago, EvoMikeUK said: Also, reusing the variable statusbarlength seems to interfere with the textkernel, is this used by the kernel? Thank you again. Yes, statusbarlength aka aux6 is used by the minikernel. However, I don't use any of the pfscore variables, and it doesn't look like your game uses pfscore bars, either. If you aren't using them already, try using pfscore1, pfscore2, and pfscorecolor. 1 Quote Link to comment Share on other sites More sharing options...
EvoMikeUK Posted February 14, 2020 Author Share Posted February 14, 2020 You are a genius! Got everything I need now!! Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 14, 2020 Share Posted February 14, 2020 I'm glad I could help. 1 1 Quote Link to comment Share on other sites More sharing options...
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